{"Player Handbook" {:orcpub.dnd.e5/feats {:dual-wielder {:description "You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.\nYou can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.\nYou can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.", :prereqs #{}, :key :dual-wielder, :name "Dual Wielder", :option-pack "Player Handbook", :ability-increases #{}, :props {:two-weapon-any-one-handed true, :two-weapon-ac-1 true}}}}, "Dungeon Masters Guide (arandomstringofnum#2919)" {:orcpub.dnd.e5/subraces {:eladrin {:race :elf, :traits [{:name "Fey Step", :description "Once per short or long rest you can cast Misty Step."}], :option-pack "Dungeon Master's Guide", :name "Eladrin", :abilities {:orcpub.dnd.e5.character/int 1}, :props {:weapon-prof {:longsword true, :shortsword true, :shortbow true, :longbow true}}, :key :eladrin, :spells [{:value {:level 2, :key :misty-step, :ability :int}}]}}}, "PH BG" {:orcpub.dnd.e5/backgrounds {:noble {:traits [{:summary "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.", :name "Position of Privilege"}], :option-pack "PH BG", :name "Noble", :profs {:skill {:history true, :persuasion true}, :tool-options {:gaming-set 1}, :language-options {:choose 1, :options {:any true}}}, :treasure {:gp 25}, :equipment {:clothes-fine 1, :signet-ring 1}, :key :noble}, :guild-artisan {:traits [{:summary "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\n\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. ", :name "Guild Membership"}], :option-pack "PH BG", :name "Guild Artisan", :profs {:skill {:insight true, :persuasion true}, :tool-options {:artisans-tool 1}, :language-options {:choose 1, :options {:any true}}}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :equipment {:clothes-traveler-s 1}, :treasure {:gp 15}, :key :guild-artisan}, :outlander {:traits [{:name "Wanderer", :summary "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. "}], :option-pack "PH BG", :name "Outlander", :profs {:skill {:athletics true, :survival true}, :tool-options {:musical-instrument 1}, :language-options {:choose 1, :options {:any true}}}, :equipment {:hunting-trap 1, :clothes-traveler-s 1}, :treasure {:gp 10}, :key :outlander}, :urchin {:traits [{:summary "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. ", :name "City Secrets"}], :option-pack "PH BG", :name "Urchin", :profs {:skill {:sleight-of-hand true, :stealth true}, :tool {:disguise-kit true, :thieves-tools true}}, :equipment {:knife-small 1, :clothes-common 1}, :treasure {:gp 10}, :key :urchin}, :entertainer {:traits [], :option-pack "PH BG", :name "Entertainer", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument 1}}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :equipment {:clothes-costume 1}, :treasure {:gp 15}, :key :entertainer}, :sage {:traits [{:summary "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. ", :name "Researcher"}], :option-pack "PH BG", :name "Sage", :profs {:skill {:arcana true, :history true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:ink 1, :knife-small 1, :clothes-common 1}, :treasure {:gp 10}, :key :sage}, :folk-hero {:traits [{:name "Rustic Hospitality", :summary "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. "}], :option-pack "PH BG", :profs {:skill {:animal-handling true, :survival true}, :tool-options {:artisans-tool 1}, :tool {:land-vehicles true}}, :name "Folk Hero", :equipment {:clothes-common 1, :shovel 1, :pot-iron 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :treasure {:gp 10}, :key :folk-hero}, :sailor {:traits [{:summary "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. ", :name "Ship's Passage"}], :option-pack "PH BG", :name "Sailor", :profs {:skill {:athletics true, :perception true}, :tool {:navigators-tools true, :water-vehicles true}}, :equipment {:rope-silk 1, :clothes-common 1}, :treasure {:gp 10}, :key :sailor}, :hermit {:traits [{:name "Discovery", :summary "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign."}], :option-pack "PH BG", :name "Hermit", :profs {:skill {:medicine true, :religion true}, :language-options {:choose 1, :options {:any true}}, :tool {:herbalism-kit true}}, :equipment {:herbalism-kit 1, :clothes-common 1, :case-map-or-scroll 1, :blanket 1}, :treasure {:gp 5}, :key :hermit}, :soldier {:traits [{:name "Military Rank", :summary "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. "}], :option-pack "PH BG", :name "Soldier", :profs {:skill {:athletics true, :intimidation true}, :tool-options {:gaming-set 1}, :tool {:land-vehicles true}}, :treasure {:gp 10}, :equipment {:clothes-common 1}, :key :soldier}, :charlatan {:traits [], :name "Charlatan", :option-pack "PH BG", :profs {:skill {:deception true, :sleight-of-hand true}, :tool {:disguise-kit true, :forgery-kit true}}, :treasure {:gp 15}, :equipment {:clothes-fine 1, :disguise-kit 1}, :key :charlatan}, :criminal {:traits [], :option-pack "PH BG", :name "Criminal", :profs {:skill {:deception true, :stealth true}, :tool {:thieves-tools true}, :tool-options {:gaming-set 1}}, :equipment {:clothes-common 1, :crowbar 1}, :treasure {:gp 15}, :key :criminal}, :knight {:traits [{:summary "If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. ", :name "Retainers"}], :option-pack "PH BG", :name "Knight", :profs {:skill {:history true, :persuasion true}, :language-options {:choose 1, :options {:any true}}, :tool-options {:gaming-set 1}}, :equipment {:clothes-fine 1, :signet-ring 1}, :treasure {:gp 25}, :key :knight}}}, "The (Not Really) Complete Tome of Spells" {:orcpub.dnd.e5/spells {:fire-of-entanglement {:description "The next time you hit with a melee weapon attack during this spell’s duration, the target is wreathed in binding flames. The target’s speed is reduced by 20 feet, and at the start of each of its turns until the spell ends, the target takes 3d6 fire damage.", :key :fire-of-entanglement, :school "evocation", :name "Fire of Entanglement", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :piercing-shriek {:description "You pick a target within range and utter an ear-piercing scream that only it can hear.\n\nYour target must make a Constitution saving throw. It takes 2d10 thunder damage on a failed saving throw and half as much on a successful one. In addition, if the creature failed its saving throw, then it’s deafened and its speed is reduced to 10 feet until the end of its next turn.", :key :piercing-shriek, :school "evocation", :name "Piercing Shriek", :duration "1 round", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "100 feet"}, :searing-song {:description "You sing a song of destruction. This can have one of two different effects; choose when you cast the spell:\n\nShouted Song. You sing as loudly as you can, and the notes form a line of solid air aimed at one target within 60 feet. That creature may make a Dexterity saving throw. It takes 4d10 bludgeoning damage on a failed saving throw, or half as much damage on a successful one. If it failed its saving throw, it is also pushed back 10 feet.\n\nWhispered Vibrations. You touch a creature, and the song’s vibrations melt the creature’s flesh. You use your spell attack modifier to hit. On a hit, this inflicts 5d10 force damage.\n\nAlthough this is a song, deafness does not protect against it.", :key :searing-song, :school "evocation", :name "Searing Song", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Special"}, :tattoo-of-power {:description "You tattoo a spell onto a willing creature’s skin. While you cast this spell, you also cast the spell you wish to tattoo--you may use a higher-level spell slot when casting that spell, if you wish, but you must also supply all of the necessary material components. The creature may release the spell at any time by touching it and speaking a command word. This causes the tattoo to disappear and that spell to be cast.\n\nA humanoid has one slot on its neck, two on each arm, four on each leg, and ten each on its back and its chest. The presence of mundane tattoos does not get in the way of a tattoo of power, but body slots taken up by other forms of magical tattoos (such as one made with Darklight’s tattooed creature (q.v.)) cannot be used by this spell.", :key :tattoo-of-power, :school "evocation", :name "Tattoo of Power", :duration "Until triggered", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "tattoo inks worth 50 gp per spell level and a golden needle worth 50 gp; the inks are consumed when you cast the spell"}, :casting-time "1 hour", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :hellmouth-lash {:description "Your tongue lengthens and transforms into a whip of dark energy, which lashes out at a creature you see within range. Make a melee spell attack against the target. If the attack hits, the target takes 6d10 damage--you must choose between acid, fire, or lightning damage when you strike. If the creature is Large or smaller, you pull it up to 10 feet closer to you.\n\nWhile this spell is active, you cannot speak.", :key :hellmouth-lash, :school "transmutation", :name "Hellmouth Lash", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "15 feet"}, :move-snow-and-ice {:description "Choose an area of snowy or icy terrain no larger than 40 feet on a side within range. You can reshape snow and ice in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.\n\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.\n\nBecause the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. If the way you shape the terrain would make a structure unstable, it might collapse.\n", :key :move-snow-and-ice, :school "transmutation", :name "Move Snow and Ice", :duration "Concentration, up to 2 hours", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "an iron blade and a small bag containing a mixture of snow and ice"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :chilling-scythe {:description "You create an oversized but weightless scythe made of glowing, blue-black force. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using the scythe.\n\nThe scythe does 2d6 slashing damage plus 5d6 cold damage. If the target is undead it takes an additional 2d6 cold damage, even if it is normally immune or resistant to cold damage, and it must make a Strength saving throw or be knocked prone. The scythe is a two-handed weapon with reach.", :key :chilling-scythe, :school "necromancy", :name "Chilling Scythe", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a fragment of bone", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :hold-spirit {:description "Choose an creature that is a fiend or undead that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional undead creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", :key :hold-spirit, :school "enchantment", :name "Hold Spirit", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small, straight piece of iron"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :conjure-divine-minion {:description "You summon otherworldly 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\nOne beast of challenge rating 3 or lower.\nTwo beasts of challenge rating 2 or lower.\nFour beasts of challenge rating 1 or lower.\nEach beast is also considered celestial (if you worship a good or neutral deity), fiend (if you worship a fiend or evil deity), or aberration (if you worship a Great Old One), 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 for the duration. 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.\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 7th-level slot or three times as many with a 9th-level spell slot.\n\n", :key :conjure-divine-minion, :school "conjuration", :name "Conjure Divine Minion", :duration "Concentration, up to 1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :kallum-s-cold-frost {:description "You pick a point within range, and extreme cold and sharp ice particles expand outwards from that point to a radius of 30 feet and the temperature in that area drops to 0° F (-17° C). This will instantly freezes water and similar liquids and all creatures take 2d6 cold damage each round for a minute.\n\nIn addition, a layer of ice appears on the ground. Any creature in that area, that enters it or ends its turn in that area must make a Dexterity saving throw or fall prone.\n\nAt Higher Levels: When you cast this spell with a 3rd-level or higher spell slot, you inflict an additional 1d6 damage for each slot level above 2nd.", :key :kallum-s-cold-frost, :school "evocation", :name "Kallum’s Cold Frost", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a handful of crystals or chunks of glass"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "120 feet"}, :cook {:description "This automatically transforms prepared but raw ingredients into a decent-quality meal for up to four, provided that the ingredients are fit to be eaten. This spell cannot be used on living beings, plant matter that has not been picked, or on an animal’s unbutchered carcass. This also removes natural toxins (such as bacteria that would cause food poisoning) from the food and contaminants such as shards of glass and parasites, but won’t remove deliberately-placed poisons.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can prepare food for two additional people for each spell slot above 2nd level. You must provide ingredients for the additional meals.", :key :cook, :school "transmutation", :name "Cook", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "enough food for one or two meals, a pinch of tinder, a small dab of sulfur, and 1 gold piece", :verbal true, :somatic true, :material true}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "10 feet"}, :heart-call {:description "You hold out your hand and choose a Small, Medium, or Large humanoid within range you can see. That creature must then make a Constitution saving throw. On a failure, that creature’s heart is literally ripped out of its chest and flies to your hand, instantly killing that creature. On a success, the creature takes 15d10 force damage instead. If this is enough damage to kill the target, its heart leaps out of its chest.", :key :heart-call, :school "conjuration", :name "Heart Call", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a mummified humanoid heart"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "30 feet"}, :sleepwalking {:description "You target one sleeping creature within range; you do not have to see the creature for this spell to work, but you do need to know that it’s there. You plant a magical suggestion in that creature’s mind (identical to the type made when you cast suggestion). Creatures that can’t be charmed are immune to this effect; and creatures who were rendered unconscious through magic or injury can’t be affected. The suggestion has a duration of 8 hours.\n\nYou must word the suggestion in such a manner to make it sound reasonable, although the end result can be unreasonable. The creature may make a Wisdom saving throw to resist. You can’t use this spell to make the creature engage in an activity that requires concentration, like certain spells do.", :key :sleepwalking, :school "enchantment", :name "Sleepwalking", :duration "Concentration, up to 1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "the crushed petal of a blue lotus flower and a drop of honey", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "100 feet"}, :heartfire {:description "All targets within 30 feet of you must make a Wisdom saving throw or be outlined in pulsing red flames. An affected creature sheds bright light to a distance of 5 feet and dim light for an additional 5 feet. While this spell is in effect, a creature cannot hide in darkness and does not benefit from spells such as blur or invisibility. This spell is countered by darkness.\n\nWhile this spell is in effect, should an affected creature need to make a Constitution or Wisdom saving throw and fail, the light will flare up into unbearable heat, inflicting 2d10 fire damage to that creature.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, the flames inflict an additional 1d10 fire damage per slot level above 2nd.", :key :heartfire, :school "evocation", :name "Heartfire", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :calder-s-starry-sky {:description "A completely accurate starmap of the local sky is projected upwards from the mirror. It can be used to study the sky or, if cast outside, the aid in navigation during the day or on overcast nights. A creature who uses the stars to navigate gains a +2 bonus to Wisdom (Survival) or to a vehicle proficiency.", :key :calder-s-starry-sky, :school "illusion", :name "Calder’s Starry Sky", :duration "1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "an unblemished silver mirror"}, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :cloud-of-purification {:description "You create a billowy white cloud that fills a 20-foot cube anywhere within range. This cloud moves with the prevailing wind and a magical wind quickly disperses it. The cloud is heavier than air and will sink to the ground rather than float away. The cloud lasts for one minute before vanishing, but the effects are permanent.\n\nFilth, garbage, excrement, and small, non-magical vermin such as insects, normal rats and mice (nothing that has more than 1 hit point), etc., are transformed into an equal quantity of pure water.", :key :cloud-of-purification, :school "transmutation", :name "Cloud of Purification", :duration "Permanent", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :log-to-lizard {:description "You may transform a log or branch of at least 6 feet in length into a crocodile. Roll initiative for it, as it has its own actions. It will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. At the end of the spell’s duration, it turns back into a log.\n\nThe DM has the creature’s statistics.\n\nAt Higher Levels. If you cast this spell with a 6th-level or higher spell slot, it turns into a giant crocodile instead.", :key :log-to-lizard, :school "transmutation", :name "Log to Lizard", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of reptilian skin"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :earthmaw {:description "You pick a point of unworked, nonmagical earth, sand, mud, or stone within range, and a tremendous, toothy maw, over 10 feet wide, springs forth the ground on a serpentine neck.\n\n\n\nIt attacks a creature of your choice within 10 feet of it, using your spell attack modifier. On a hit, it does 6d10 piecing damage and if the target is Large-sized or smaller, it must succeed on a Dexterity saving throw or be swallowed whole. The maw then sinks back into the ground and vanishes, leaving the swallowed creature trapped underground.\n\nWhile swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects above ground, and it takes 3d6 bludgeoning damage at the end of each of its turns from being crushed until the spell ends or it dies. The trapped creature also has no air and is at risk of suffocation (Player’s Handbook, chapter 8: Adventuring).", :key :earthmaw, :school "transmutation", :name "Earthmaw", :duration "1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a tooth from a carnivore"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "100 feet"}, :last-image {:description "When you touch a corpse that still has at least one of its eyes partially intact, and cast this spell, you see a still image of whatever the last thing the corpse saw and get a brief image of the cause of death. If the target died due to a gaze attack, you must make a saving throw of the type associated with the attack or suffer the results of the gaze. You have advantage on this roll.\n\nIf you cast this spell on a corpse of a creature that was blind, you instead get the last experience it had using its primary sensory organs (typically hearing or touch), provided it still has much of that organ intact.", :key :last-image, :school "divination", :name "Last Image", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 round", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :tenser-s-hunting-hawk {:description "You touch a nonmagical arrow, which is then fired from a bow or thrown into the air. As soon as it hits the apex of its flight, the arrow turns into a hawk (attributes are in the Monster Manual). The hawk will then attack. Roll initiative for it, as it has its own turns. It obeys any verbal commands that you issue to it (no action required by you). When the duration expires, or the hawk is slain, it reverts back to an arrow and falls.\n\nAt Higher Levels. When you cast this spell with a 3rd- or 4th-level spell slot, the arrow transforms into an eagle. When you cast this spell with a 5th-level or higher spell slot, the arrow transforms into a giant eagle.", :key :tenser-s-hunting-hawk, :school "transmutation", :name "Tenser’s Hunting Hawk", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a hawk’s wing feather", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :alter-instrument {:description "You may transform one musical instrument into another one of similar size (up to 50% larger or smaller) with which you are familiar; you don’t need to be proficient in its use, however. The instrument remains in this shape for as long as you are touching it. If you put it down for more than 1 minute, it reverts to its normal shape. It also reverts back if someone else attempts to play it.\n\nThe spell’s duration increases to 1 hour when you reach 5th level and 8 hours when you reach 11th level.\n\nYou can instead use this spell to perfectly tune an instrument you touch. This effect lasts until it naturally falls out of tune again.", :key :alter-instrument, :school "transmutation", :name "Alter Instrument", :duration "10 minutes", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :explosive-head {:description "You point to one creature within range and speak words of power and cause an incredible pressure to build up in its head. If the creature has 20 or fewer hit points, its head explodes and it dies instantly.\n\nIf your target has more than 20 hit points, it instead takes 10d10 piercing damage on a failed saving throw, or half as much on a successful one. If this damage kills it, its head explodes as described above.\n\nThis spell does not affect oozes, ethereal or incorporeal creatures, or creatures that don’t have heads. If a creature has multiple heads, then destroying one head may not necessarily kill it.", :key :explosive-head, :school "evocation", :name "Explosive Head", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :motion {:description "You touch a vehicle or object with moving parts and cause it to move on its own. You can make a wagon move without being drawn by horses, a boat move even if the water was still and it had no sail or oars, or a windmill turn even if there was no wind. The vehicle or object moves at normal speed.\n\nYou can also use this spell to attempt to take control of a vehicle or object that is moving. If the object is being moved by the wind or currents, make a spellcasting ability check, with the DC depending on the strength of the wind or current: for weak winds and currents, the DC is 13. For moderately strong winds and currents, the DC is 17. For very strong winds and currents, the DC is 22. If the object is being moved by creatures, such as a wagon being drawn by horses or a boat rowed by humanoids, have a contest of your spellcasting ability versus the creatures’ Strength.", :key :motion, :school "transmutation", :name "Motion", :duration "Concentration, up to 1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :sarcophagus-of-death {:description "A coffin-shaped rectangle of force forms around one target you can see within range. That target must make a Dexterity saving throw to avoid being trapped inside.\n\nThe sarcophagus is completely airtight and a creature inside it is at risk of suffocation (Player’s Handbook, chapter 8: Adventuring). The sarcophagus is a physical object that has AC 15, hit points equal to your hit point maximum, is immune to poison and psychic damage, and resistant to all other forms of damage. A creature attempting to attack it from the inside has disadvantage on all attack rolls. If it drops to 0 hit points, the sarcophagus vanishes and the spell ends.", :key :sarcophagus-of-death, :school "evocation", :name "Sarcophagus of Death", :duration "1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a fragment of a sarcophagus", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :watchful-ancestors {:description "You summon an ancestral spirit to protect you in battle by alerting you to danger. While this spell is in effect, you cannot be subjected to sneak attacks, you have advantage on Dexterity saving throw, and if an attacker that you see hits you with an melee weapon attack, you can use your reaction to halve that attack’s damage against you.", :key :watchful-ancestors, :school "conjuration", :name "Watchful Ancestors", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :verbal true, :material true, :material-component "a piece of a burial shroud"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :power-word-attention {:description "You utter a word of power (or whistle very loudly) that compels all creatures within a 60-foot radius of you to pay complete and utter attention to you for 1 round. A creature that is involved in a life-or-death situation may make an Intelligence saving throw to resist. Deafened creatures are immune to this spell.", :key :power-word-attention, :school "evocation", :name "Power Word Attention", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (60-foot radius circle)"}, :shout {:description "You shout, releasing an ear-splitting noise. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 5d10 thunder damage on a failed saving throw, or half as much damage on a successful one, and is deafened for 1 minute. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. This spell inflicts double damage to objects and structures.\n\nAt 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 about 4th.", :key :shout, :school "evocation", :name "Shout", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :material-component "a drop of honey, a drop of citric acid, and a small cone made from horn"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot cone)"}, :power-drain {:description "You touch a creature and drain its very life force, which you then use to power another spell. The creature you touch must make a Constitution saving throw. The target takes 8d10 necrotic damage on a failed saving throw, or half as much on a successful one. In addition, the target’s hit point maximum is reduced by half that amount. That life force is then stored within the opal, and you may use it to gain spell slots, as follows:\n\nHit Points\nDrained\tSlot Level\n1-10\t1\n11-20\t2\n21-30\t3\n31-40\t4\nHit Points\nDrained\tSlot Level\n41-50\t5\n51-60\t6\n61-70\t7\n71-80\t8\nIf you wish, you may choose to use the slot to cast a spell of a lower level.\n\nIf you don’t use that energy within 10 minutes of being drained, or the opal is destroyed, the energy dissipates. If you use the energy, the target’s hit point total reduction is permanent until a spell such as greater restoration is cast upon it. The target’s hit point maximum is restored when it takes a long rest.\n\n", :key :power-drain, :school "necromancy", :name "Power Drain", :duration "Concentration, up to 10 minutes", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a black opal worth 1,000 gp", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :zone-of-deception {:description "You create a magical zone that guards against the truth in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak the truth while in the radius. You know whether each creature succeeds or fails on its saving throw.\n\nAn affected creature is aware of the spell and can thus avoid answering questions to which it doesn’t want to lie. Such a creature can hint at the truth as long as the bulk of its statement is a lie.", :key :zone-of-deception, :school "enchantment", :name "Zone of Deception", :duration "10 minutes", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :gregori-s-shadow {:description "You touch a creature’s shadow and replace its shadow with your own. For the duration of the spell, you can use your action to see and hear your target’s surroundings using the point of view of your own shadow, and you continue to do so until you use your action to return to your normal senses. While perceiving through your shadow, you have darkvision to 30 feet, unless you already have darkvision to a further distance, but you are blinded and deafened to your own surroundings. While this spell is in effect, you do not have a shadow of your own.\n\nThe target may make Wisdom (Perception) checks when you first cast this spell, once each hour to notice that the shadow is not its own, and at other times when the DM rules it would be logical for it to notice its own shadow.\n\nThere is no limit to the distance that may be between you and the target, provided that you are both = on the same plane. When the spell ends, your shadow reappears at your own body.", :key :gregori-s-shadow, :school "divination", :name "Gregori’s Shadow", :duration "24 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :kiss-of-intoxication {:description "One creature you kiss becomes completely drunk, unless it makes a Constitution saving throw. A drunk creature suffers from disadvantage on all Dexterity- and Intelligence-based attack rolls, saving throws, and ability checks, and its speed is reduced by 5 feet. In addition, it must make a concentration saving throw each time it attempts to cast a spell.\n\nIf the creature was already drunk when you cast the spell, on a successful saving throw, the creature is also poisoned for the duration and its speed is reduced by half. On a failed saving throw, it falls unconscious for the duration.\n\nYou must be able to kiss the target’s skin (although you do not need to kiss its lips), or you can kiss it through thin cloth. If the creature is in combat, you must succeed at a melee spell attack to kiss it; if not in combat, the creature must be willing to be kissed, restrained, or unaware.", :key :kiss-of-intoxication, :school "enchantment", :name "Kiss of Intoxication", :duration "1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :forcewave {:description "You create a wave of aquamarine-tinged magical force which pushes out from you in a battering force. All creatures within 10 feet of you must make a Strength saving throw or be knocked 15 feet backwards and fall prone. This also inflicts 8d10 bludgeoning damage to structures and inanimate objects that are within 10 feet.", :key :forcewave, :school "evocation", :name "Forcewave", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of string and a drop of water"}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (10-foot wide sphere)"}, :circle-of-blindness {:description "You create an immobile circle with a 100-foot-radius and use it to delay and confuse your enemies. Within the area of effect, all creatures become blinded and deafened; creatures also lose tremorsense, if they had it. It also suppresses divination spells that enhance senses or produce additional senses, such as arcane eye, clairvoyance, detect magic, see invisibility, and so on. An affected creature that leaves the area regains its sight and hearing immediately.\n\nAt Higher Levels. If this spell is cast with a 9th-level spell slot, the circle’s radius increases to 250 feet.", :key :circle-of-blindness, :school "transmutation", :name "Circle of Blindness", :duration "1 hour", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :rising-rot {:description "You hold up your hand a thin beam of sickly green-brown light shoots out and automatically strikes one creature within range you can see. Mold and gangrenous patches begin to form on its body. At the beginning of each of its turns, the creature must make a Constitution saving throw. It takes 2d8 poison damage and 2d8 necrotic damage on a failed saving throw, or half as much damage on a successful one.\n\nThis continues until the target is reduced to 0 hit points or has successfully saved three times. The saves do not need to be consecutive. Celestials, constructs, elementals, fiends, and undead are not affected by this spell.\n\nAt Higher Levels. If you cast this spell with a 7th-level or higher spell slot, it inflicts an additional 1d8 poison damage and 1d8 necrotic damage for each slot level above 6th.", :key :rising-rot, :school "necromancy", :name "Rising Rot", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a handful of mold spores", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :cursed-image {:description "You create a small effigy out of clay or rags that resembles your target, in which you place something from the target: a drop of blood, a strand of hair, etc. You may then choose one of the following actions to take:\n\nImmobilization. You hold the effigy tightly. The target becomes paralyzed. The escape DC is equal to your spell save DC. This version of the spell has a duration of Concentration, up to 1 minute.\n\nIntimidation. You cover the effigy’s head. The target then has disadvantage on its next saving throw to avoid being charmed, frightened, paralyzed, or stunned. This version of the spell has a duration of 1 hour.\n\n\n\nWounding. You pinch the effigy or stab it with a pin. The target may attempt to avoid taking damage by making a Constitution saving throw. The target takes 3d10 force damage on a failed saving throw, or half as much damage on a successful one. The spell then ends.", :key :cursed-image, :school "necromancy", :name "Cursed Image", :duration "Special", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a clay or cloth poppet and part of your target’s body", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "1 mile"}, :favor-of-amelioration {:description "Granted by gods of pain and of protection, one willing creature you choose within range is freed from pain. For the duration, that creature is immune to being stunned or rendered unconscious, has resistance to poison damage, and is immune to the poisoned condition. If it takes 15 points of damage or less from a single attack and it would be reduced to 0 hit points, it is reduced to 1 hit point instead. Finally, the creature gains 10 temporary hit points.", :key :favor-of-amelioration, :school "abjuration", :name "Favor of Amelioration", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :kiss-of-the-toad {:description "Your lips become poisonous, and one creature you kiss takes 4d6 poison damage and must make a Constitution saving throw, becoming poisoned for 1 hour on a failure.\n\nYou must be able to kiss the target’s skin (although you do not need to kiss its lips), or you can kiss it through thin cloth. If the creature is in combat, you must succeed at a melee spell attack to kiss it; if not in combat, the creature must be willing to be kissed, restrained, or unaware.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you inflict an additional 1d6 poison damage per slot level above 2nd.", :key :kiss-of-the-toad, :school "necromancy", :name "Kiss of the Toad", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :naked-fury {:description "With an angry cry of pure wrath, you unleash your raw fury at the land around you.\n\nFor the following minute, you may use each of your actions to fire a bolt of noxious orange fire each round for up to 10 minutes at a target (for a total of 100 bolts) within range that you can see or simply at a piece of the landscape.\n\nIf you attack a creature, you must make a ranged spell attack to hit. On a hit, you inflict 4d8 fire damage and 4d8 poison damage. If you attack a structure or object, you inflict 4d8 fire damage and 4d8 bludgeoning damage.\n\nIf you attack the land, the poisonous flames burst in a 10-foot-radius circle, setting all flammable objects not being worn or carried in that circle on fire. The fire will burn slowly and with a great deal of foul-smelling smoke for anywhere from one hour to one day, depending on how much flammable material there is in that area. The area becomes heavily obscured during this time.\n\nThis fire poisons the land. Plants that are destroyed by the fire will not regrow for at least one year. Any water that flows or stands in the area becomes toxic, as do any plants that manage to survive your onslaught. Any creature that drinks the poisoned water or eats any vegetation from the area must make a Constitution saving throw or become poisoned for 24 hours. Likewise, any creature that sleeps in an affected area must make a Constitution saving throw or become poisoned for 24 hours or until targeted by a lesser restoration spell.\n\nAfter one year, the toxic effects begin to fade and are completely gone after one week.", :key :naked-fury, :school "necromancy", :name "Naked Fury", :duration "Special", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pound of salt, the ashes of a ghoul, and 20,000 gp worth of obsidian dust, which you fling all around you", :material true, :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self (20-mile radius sphere)"}, :scholar-s-touch {:description "You touch a nonmagical book or scroll and as long as it is written in a language you can understand, you instantly absorb the knowledge, as if you had just read it. This spell doesn’t give you any particular ability to understand or retain the knowledge you learn, however.", :key :scholar-s-touch, :school "divination", :name "Scholar’s Touch", :duration "1 round", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a scrap of parchment and a pinch of tinder"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :prismal-s-pictograph {:description "You attempt to turn one creature that you can see within range into a two-dimensional image on a paper or canvas you have provided.\n\nThe creature must make a Charisma saving throw. On a failed save, it is restrained and begins to disappear in the real world and reappear on paper. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to into a painting, ranging from 1:2 scale to 1:12 scale. The successes and failures don’t need to be consecutive, keep track of both until the target collects three of a kind.\n\nYou decide whether the creature is to become an animated or still image. If the creature is animated, it can slowly move about the confines of its canvas, and it can see and hear, but it can’t speak, attack, or cast spells. If the canvas contains other objects, it can interact with the objects in the room. For instance, if you captured the creature in a picture of a room with furniture, the creature could sit on the furniture. If it alters, damages, or destroys any objects in the room, those objects are restored at dawn the following day. If there are other creatures painted in the picture, those creatures are inanimate objects. The animated creature doesn’t need to eat, drink, sleep, or breathe; nor does it age. If the creature is a still picture, it is subjected to the petrified condition.\n\nIf you maintain your concentration on this spell for the entire possible duration, the creature remains inside the picture permanently until the spell is ended through a dispel magic, remove curse, or wish spell. If the canvas is destroyed, the trapped creature must make a Charisma saving throw. On a failure, it is destroyed along with the canvas. On a success, it appears in a empty space within 10 feet and has been reduce to 1 hit point.", :key :prismal-s-pictograph, :school "transmutation", :name "Prismal’s Pictograph", :duration "Concentration, up to 1 minute.", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "an empty ink well, a feather pen, and a paper, canvas, or other surface on which to write"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :kiss-of-death {:description "Once creature you kiss will die instantly, if it has 100 or fewer hit points.\n\nYou must be able to kiss the target’s skin (although you do not need to kiss its lips), or you can kiss it through thin cloth. If the creature is in combat, you must succeed at a melee spell attack to kiss it; if not in combat, the creature must be willing to be kissed, restrained, or unaware.", :key :kiss-of-death, :school "necromancy", :name "Kiss of Death", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :harvest-season {:description "You cause all plants within 10 feet of you to grow rapidly until the fruit, vegetables, grains, or edible flowers they normally produce are ripe and ready to be harvested. Produce picked from the plants rots after 24 hours.", :key :harvest-season, :school "transmutation", :name "Harvest Season", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (10-foot-radius circle)"}, :sacred-bond {:description "You enchant a pair of golden bracelets and give one to a willing creature to wear; you wear the other bracelet on your own wrist. As long as this spell is active and both you and your target are wearing the bracelets, you may use your Lay on Hands ability or use the spells aid, cure wounds, or lesser restoration on the target no matter how far apart you are from each other, as long as you are on the same plane of existence. You may only have this spell active with one creature at a time.", :key :sacred-bond, :school "evocation", :name "Sacred Bond", :duration "8 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a pair of golden bracelets worth 100 gp each"}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :tattoo-potion {:description "You mix ink into the potion as you cast this spell. Afterwards, you or another creature have one minute to drink the potion. The potion doesn’t take effect immediately; instead, it turns into a tattoo on the creature’s chest. The creature may release the potion at any time by touching it and speaking a command word. This causes the tattoo to disappear and that potion to be consumed.\n\nA humanoid has one slot on its neck, two on each arm, four on each leg, and ten each on its back and its chest. The presence of mundane tattoos does not get in the way of a tattoo potion, but body slots taken up by other forms of magical tattoos (such as one made with Darklight’s tattooed creature (q.v.)) cannot be used by this spell.", :key :tattoo-potion, :school "transmutation", :name "Tattoo Potion", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a potion and 100 gp worth of tattoo inks", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :scalesnare {:description "You throw a snake at a target. Make a ranged spell attack to hit. On a hit, the snake turns into a magical, grappling tentacle that restrains the target (escape DC equal to your spell save DC). If the target attempts to escape and fails, the snake bites, inflicting 3d6 poison damage.\n\nThe transformed snake is an object with AC 15, hit points equal to your hit point total, and resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. If it drops to 0 hit points, the spell ends and the snake dies.", :key :scalesnare, :school "transmutation", :name "Scalesnare", :duration "1 day", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a live snake"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :blessings-of-courage-and-life {:description "One ally you can see within range has advantage on saving throws against being charmed, frightened, or stunned, and on death checks for the duration. Optionally, you can use a bonus action to end early, creating a burst of energy that causes the target to regain 2d8 hit points.", :key :blessings-of-courage-and-life, :school "abjuration", :name "Blessings of Courage and Life", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 ft."}, :kiri-s-soul-transfer {:description "You switch bodies with another creature you touch. If the target is unwilling, it must make a Charisma saving throw to resist. If it succeeds, it resists your efforts to switch bodies, and you can’t attempt to do so again for 24 hours.\n\nYour game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features.\n\nIf your old body is killed, you must make a Charisma saving throw against your own spellcasting DC. If you fail, you take 10d10 psychic damage and your hit point total is reduced by that amount. The hit point reduction lasts until you have greater restoration, heal, or a similar spell cast upon you. The same is true for the creature that now inhabits your original body.", :key :kiri-s-soul-transfer, :school "necromancy", :name "Kiri’s Soul Transfer", :duration "Permanent", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material-component "two gemstones totally at least 7,000 gp in value, which are consumed by the spell"}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :decastave {:description "You hold a sliver of wood or bamboo while casting this spell and it turns into a pole of shimmering magical force. This pole can be used as a quarterstaff and acts as a magical weapon.\n\nOn a hit, the staff does 2d6 force damage and 1d6 radiant damage. The opponent’s hit point maximum is reduced by an amount equal to the amount of radiant damage taken, and you regain hit points equal to that amount. The reduction lasts until your opponent finishes a short or long rest. The opponent dies if this effect reduces its hit point maximum to 0.", :key :decastave, :school "transmutation", :name "Decastave", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a sliver of wood"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self"}, :right-of-might {:description "You become larger, more powerful, and far more commanding. Your size doubles in all dimensions and your weight increases eight-fold; you become one size category larger and your clothing and equipment grows with you. For the duration, your Strength increases by 4 (and may rise to 22), your armor class increases by +2, and you gain 30 temporary hit points. You do an additional 1d8 damage, plus your new Strength modifier, will all melee weapon attacks. You gain advantage on Strength ability and skill checks and Strength saving throws.\n\nYou are also outlined in a faintly pulsating, mesmerizing aura. You have advantage on all Charisma (Deception) and Charisma (Intimidation) rolls.", :key :right-of-might, :school "transmutation", :name "Right of Might", :duration "10 minutes", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :rain-of-blood {:description "A storm of sticky, life-leeching, glowing red blood appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least once face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 necrotic damage on a failed save, or half of much damage on a successful one, each round that the creature ends its turn in the area, and for a number of rounds afterwards equal to your spellcasting ability modifier. Wherever a creature is struck by the blood droplets, a red, nasty-looking welt appears.", :key :rain-of-blood, :school "necromancy", :name "Rain of Blood", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a vial of fresh blood", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "150 feet"}, :favorable-wind {:description "You summon a wind that fills the sails of a ship and moves it in the direction in which you wish. While this spell is in effect, your sailing ship’s speed increases by 25%. In addition, all creatures on that ship have advantage on saving throws against gas-based attacks, such as cloudkill or the breath of a green dragon.", :key :favorable-wind, :school "evocation", :name "Favorable Wind", :duration "1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :guardian-weapon {:description "You create a magical weapon of a type you choose made of invisible force and set it to guard a doorway or passage. You also specify a password.\n\nAny creature that enters the weapon’s space without first speaking the password will trigger a weapon strike. The creature must make a Dexterity saving throw. It takes 5d10 bludgeoning, piercing, or slashing damage of a type appropriate to the weapon you create on a failed saving throw, or half as much on a successful one. If the saving throw fails, the creature must also make a Constitution saving throw or be knocked prone and stunned for 1 minute. It may make a new saving throw at the end of each of its turns, ending the effect on a success.\n\nIf multiple creatures enter the guardian weapon’s space at once, it strikes randomly.", :key :guardian-weapon, :school "abjuration", :name "Guardian Weapon", :duration "Permanent until triggered", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a drop of your sweat or spittle and a pebble", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :evil-eye {:description "You make eye contact with a creature within range and force it to make a Charisma saving throw. If it fails, it suffers a -2 penalty to all rolls until the following dawn. A remove curse will end this effect, and the effect will also end if that creature inflicts at least 1 point of damage to you.", :key :evil-eye, :school "enchantment", :name "Evil Eye", :duration "Special", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "30 feet"}, :displacement {:description "You or a willing target are covered by an illusion that displaces your image, making it appear that you are standing near to but not at your exact location. This works exactly the same way it does for a displacer beast.\n\n\n\nAll attack rolls against you are at disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. In addition, if you are targeted by an attack that requires a Dexterity saving throw, you take no damage on a successful throw and half damage on a failed one.", :key :displacement, :school "illusion", :name "Displacement", :duration "Concentration, up to 1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a bit of fur from a displacer beast", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard false}, :range "Touch"}, :rastor-s-mystical-spy {:description "You cast this spell on a brooch or pendant and give it to another creature to wear. As long as that creature is wearing the brooch, you can use your action to see and hear anything that creature is seeing and hearing.\n\nThis spell only works if the creature is actively wearing the brooch (it won’t work if the creature merely has the brooch on its person) and is within five miles of you.", :key :rastor-s-mystical-spy, :school "divination", :name "Rastor’s Mystical Spy", :duration "6 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a copper or silver brooch worth at least 25 gp", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :black-blade-of-disaster {:description "You create a magical, weightless, black blade-shaped planer rift about 3 feet long. When you create the blade and as a bonus action on subsequent turns, you may direct it to strike any creature that you can see within its range, using your spell attack modifier and with advantage on the roll.\n\nA creature hit by the blade must make a Constitution saving throw. The creature takes 15d10 force damage on a failed saving throw, or half as much on a successful one. The blade can pass through any magical barrier, save an antimagic field. The blade cannot be harmed by physical attacks, but dispel magic and antimagic effects can affect it.", :key :black-blade-of-disaster, :school "conjuration", :name "Black Blade of Disaster", :duration "Concentration, up to 1 minute", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :power-word-vaporize {:description "Your word of great power utterly destroys one inorganic, inanimate, nonmagical object, or part of a larger one, that can fit in a 15-foot cube. The object vanishes as if it had never existed in the first place. Only a wish can restore that item. If you cast this spell on a magical item, you instead inflict 50 points of force damage. If the object had other objects inside of it (such as a building with furniture), those objects are destroyed as well.\n\nAt Higher Levels. When you cast this spell with 8th-level or higher spell slot, you can destroy an object that can fit in a 30-foot cube (using an 8th-level slot), or a 60-foot cube (using a 9th-level slot).", :key :power-word-vaporize, :school "transmutation", :name "Power Word Vaporize", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :cobaltas-thunder {:description "You create a powerful blast of deafening thunder or blinding lightning.\n\nThunderclap. You raise your hands high and clap them powerfully together, producing a blast of thunderous noise in a 20-foot cone. All creatures in that area take 4d8 thunder damage and must make a Constitution saving throw. On a failure, a creature becomes deafened for 10 minutes.\n\n\n\nThunderflash. You raise your hands high and then bring them down in a slashing motion, producing a powerful flash of light in a 20-foot cone. All creatures in that area take 4d8 lightning damage and must make a Constitution saving throw. On a failure, a creature becomes blinded for 10 minutes.", :key :cobaltas-thunder, :school "evocation", :name "Cobaltas’ Thunder", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self (20-foot cone)"}, :alpha-s-rolling-thunder {:description "You throw your hands skyward and a tremendous clap of thunder sounds directly overhead. All creatures within 30 feet of you must make a Constitution saving throw. A creature takes 5d6 thunder damage and is knocked prone on a failed saving throw, or half as much damage and is not knocked prone on a successful one. In addition, regardless of the saving throw, a creature is deafened until the end of its next turn.", :key :alpha-s-rolling-thunder, :school "evocation", :name "Alpha’s Rolling Thunder", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (30-foot radius circle)"}, :nilspace-doorway {:description "To cast this spell, you must first build a stone archway inscribed with arcane runes. The arch may be of any appearance and design of your choice. This archway does not have to be set up as part of a wall, although it can be. When you finish casting this spell, the door then permanently opens to an extradimensional space 40 feet wide × 60 feet long, with a 10 foot high ceiling. If you wish, you may alter its shape as long as it remains that size (the floor can take up no more than 2,400 square feet). Unless you take additional methods to hide and lock the doorway, anyone can use it and enter your space.\n\nThe interior or this room is completely featureless. However, you may furnish it as you wish. It will continuously provide fresh air and a temperature you choose anywhere between 0° F (-18°C) and 120° F (49° C).\n\n\n\nIf you wish, and you have knowledge of the spell, you may add one or more of the following spells to the final result while preparing this spell: alarm, continual flame, create room (q.v.), guards and wards, magic mouth, major image, minor illusion, silent image, or unseen servant. This increases the cost of the doorway by 100 gp, plus 100 gp per spell level, and increases the casting time by 1 hour, but causes those spells to be permanent. You are still bound by any limitations of those spells (you cannot remove items created by the create room spell, for instance). If an added spell is dispelled or suppressed, it will return to full strength the following day at dawn.\n\nBringing an extradimensional item such as a bag of holding into this room instantly destroys the bag and opens a gate, sucking all creatures within 10 feet into a random location on the Astral Plane. It also seals the doorway shut for 24 hours. Likewise, you cannot connect two nilspaces directly together.\n\nAt Higher Levels: When you cast this spell with an 8th-level or higher spell slot, you may increase the dimensions by an additional 20 feet per side per slot level above 7th.", :key :nilspace-doorway, :school "transmutation", :name "Nilspace Doorway", :duration "Permanent", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a stone and iron doorway worth at least 2,500 gp", :somatic true, :material true}, :casting-time "6 hours", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :copy {:description "\nYou hold a blank sheet of paper, a book with empty pages, or another similar material over a document or object with writing on it and this spell produces a perfect copy of the writing. Each casting of this spell will duplicate a standard-sized sheet of paper or parchment (typically 8 inch ×10 inch quarto size).\n\nAttempts to copy magical text of any sort will cause the copy to be filled with nonmagical gibberish. If you copy a text-based trap (such as a symbol), you set the trap off.", :key :copy, :school "transmutation", :name "Copy", :duration "Instantaneous", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :thousand-needles {:description "You target a creature within range, who must make a Constitution saving throw. On a failure, a thousand needles appear and begin to burrow into the target’s flesh, causing excruciating pain while doing so. The creature takes 7d10 piercing damage and has disadvantage on all rolls for the duration.", :key :thousand-needles, :school "conjuration", :name "Thousand Needles", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :verbal true, :somatic true, :material-component "a handful of bloody needles"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "120 feet"}, :irnar-s-fast-pregnancy {:description "You touch a pregnant female and speed up her pregnancy, shortening the duration by up to 90%--you may choose the exact rate of reduction when you cast the spell. For instance, if you touched a human woman who had just become pregnant, you could reduce the duration of her pregnancy to as low as a mere 28 days. If the target is unwilling, she may make a Constitution saving throw to resist.\n\n\n\nIf the pregnancy’s duration is reduced by 50% or more, she must make a Constitution saving throw when she gives birth. She takes 2d10 necrotic damage on a failed saving throw, or half as much damage on a successful one.", :key :irnar-s-fast-pregnancy, :school "transmutation", :name "Irnar’s Fast Pregnancy", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :verbal true}, :ritual true, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :instant-search {:description "You can, in the space of a round, thoroughly search an area that would normally take many minutes or even hours to search properly. You recieve a mental image of the location of the times of are looking for. You must make a Wisdom (Perception) skill check, using the same DC that you would have if you searched the room manually.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, the range of the spell increases by 30 feet per slot level above 1st.", :key :instant-search, :school "divination", :name "Instant Search", :duration "1 round", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material-component ""}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (30-foot-radius sphere)"}, :mistaken-missive {:description "You cast this spell on up to ten pages of text. Over the course of a week, the text will slowly change. On the first day, it will become faint, as if the writer was running out of ink. On the second through fourth days, the words become gibberish--the text is aligned in groups of letters and punctuation, but nearly all the words are meaningless. On the fifth day, the letters have become real words, but the sentences make no sense. On the sixth day, and thereafter, the message is coherent but conveys the exact opposite of the original meaning.", :key :mistaken-missive, :school "transmutation", :name "Mistaken Missive", :duration "Permanent", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "three drops of ink"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :drought {:description "You spend an hour meditating and the area around you becomes much drier than before. If the land was wet and swampy, the water drains away. If it was a field or forest, the ground withers to dust and the vegetation begins to die within a few days. This spell doesn’t work if cast on an area with more than a foot of standing water.\n\nA particular plot of land can only be affected by this spell once per season, and the effects last until the end of the current growing season.", :key :drought, :school "transmutation", :name "Drought", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a dried rat and a pinch of salt", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (300-foot radius)"}, :hammer-of-retribution {:description "You loudly call upon the wrath of your god to destroy the troops and fortifications of your enemies. A great column of force crashes down from the sky. And all creatures in a 60-foot radius of a point you choose within range must make a Dexterity saving throw.\n\nA creature takes 11d6 force damage on a failed saving throw, or half as much damage on a successful one. Structures and inanimate objects take double damage.", :key :hammer-of-retribution, :school "evocation", :name "Hammer of Retribution", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a golden warhammer worth 150 gp, which you throw into the air and which is destroyed in the casting", :verbal true, :somatic true, :material true}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "300 feet"}, :transmute-rock-new-variants- {:level 5, :school "transmutation", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :option-pack "The (Not Really) Complete Tome of Spells", :name "Transmute Rock (new variants)", :description "This are new variants of the spell transmute rock that appears in the Xanathar’s Guide to Everything.\n\nFlowstone. You cause normal rock to flow like thick syrup, allowing it to move around objects, be directed into a mold and then allowed to harden, etc. This version of the spell has a duration of 1 minute.\n\nTransmute Rock to Lava. Nonmagical rock or mud in a 5-foot-cube is transformed into bubbling, molten lava. All creatures in the spell’s area must make Dexterity saving throw. A creature takes 8d6 fire damage on a failed saving throw or half as much on a successful roll. The lava cools back into rock after 2d6 hours.\n\nTransmute Sand to Glass. Nonmagical sand in the area no more than 10 feet deep transforms into glass. The glass is unpolished and not particularly slippery.\n\nTransmute Sand to Stone. Nonmagical sand in the area no more than 10 feet deep transforms into sandstone. This is otherwise identical to the transmute mud to rock version of this spell.\n\nTransmute Stone to Sand. Nonmagical rock of any type, including gemstones, is transformed into an equal volume of sand. This is otherwise identical to the transmute rock to mud version of this spell.", :key :transmute-rock-new-variants-}, :kiss-of-sleep {:description "One creature you kiss falls unconscious, unless it makes a Wisdom saving throw. You must be able to kiss the target’s skin (although you do not need to kiss its lips). If the creature is in combat, you must succeed at a melee spell attack to kiss it; if not in combat, the creature must be willing to be kissed, restrained, or unaware.\n\nYou must be able to kiss the target’s skin (although you do not need to kiss its lips), or you can kiss it through thin cloth. If the creature is in combat, you must succeed at a melee spell attack to kiss it; if not in combat, the creature must be willing to be kissed, restrained, or unaware.\n\nThis sleep does not count as either a short or long rest.\n\nAt Higher Levels. When you cast this spell with a 6th-level spell slot, the duration becomes 24 hours. When you cast it with a 7th-level spell slot, the duration becomes 1 week. When you cast it with an 8th-level or higher spell slot, the duration becomes one year, and merely slapping the target will not awaken it; damage must be inflicted.", :key :kiss-of-sleep, :school "enchantment", :name "Kiss of Sleep", :duration "8 hours", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :litany-of-grace {:description "You speak a quick prayer and a wave of holy energy washes over you or one ally within range. Until the end of your next turn, you receive one of the following affects:\n\nLitany of Defense. With this prayer of protection, you gain +2 to your armor class and are immune to being charmed or frightened.\n\nLitany of Eloquence. This prayer is so fascinating to listen to, one target within 10 feet of you is stunned and is paralyzed until the end of its next turn.\n\nLitany of Escape. If you are grappled or restrained, you may use a bonus action to make another escape attempt, this time at advantage.\n\nLitany of Righteousness. You imbue your weapon with holy right as you attack a foe. If you hit and the creature is evil, it takes +2 damage and is paralyzed until the end of its next turn.\n\n\n\nLitany of Warding. You become more aware of your opponents. You gain +2 to your armor class against sneak attacks and can parry one attack. Roll a d8 and subtract that number from the damage caused by one melee attack made against you.", :key :litany-of-grace, :school "abjuration", :name "Litany of Grace", :duration "1 round", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 bonus action or reaction, taken when you are attacked or about to attack a target", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :hypothermia {:description "One target creature within range must make a Constitution saving throw. It takes 4d10 cold damage, or half as much damage on a successful one. For every 20 full points of damage the creature takes from this spell, it will also take one level of exhaustion.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher slot level, you inflict an additional 1d10 cold damage for each slot level above 3rd.", :key :hypothermia, :school "transmutation", :name "Hypothermia", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :lestat-s-legion {:description "You create up to ten semi-real clones of yourself, which appear in empty spaces within 30 feet of you. They are physically identical to you and have the same clothing, armor, weapons, and equipment that you are wearing. These items are purely illusory and have no actual function. You may give the clones real items to use, if you desire.\n\n\n\nEach clone is a construct that has AC 15 plus your Dexterity modifier and 50 hit points. Their attributes, alignment, skills, non-magical abilities, and even basic personality are identical to your own. A clone cannot cast spells but it can use magic items and read scrolls.\n\nWhile a clone is within 1,500 feet of you, you may communicate telepathically with it. Likewise, clones that are within 1,500 feet of each other communicate telepathically with each other. In addition, if you can communicate telepathically with a clone, you can use your action to see through its eyes and hear what it hears, and you may use a bonus action to switch to a different clone that is also in range. While using a clone’s senses as your own, you may speak through it and cast spells through it, but you are blinded and deafened to your own surroundings until you use an action to switch back to your own senses. There is no limit to the distance a clone may travel from you.\n\nIf a clone is reduced to 0 hit points, it “dies,” leaving behind a body. When the spell ends, all clones (living or dead) vanish, leaving behind any items you have given them or they have picked up.\n\nAt Higher Levels. When you cast this spell with an 8th-level or higher spell slot, the range for telepathy increases to 1 mile.", :key :lestat-s-legion, :school "conjuration", :name "Lestat’s Legion", :duration "Concentration, up to 8 hours", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "One pearl worth 100 gp per clone you create, which are destroyed when you cast the spell, and a drop of your blood for each pearl"}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (30-foot-radius circle)"}, :dusts-of-death {:description "You turn a pinch of sand into an incredibly toxic ingested poison. If consumed, the target must make a Constitution saving throw. The creature takes 6d10 poison damage on a failed saving throw, or half as much damage on a successful one. In either case, the creature is poisoned for 1 day.\n\nA poisoned creature must make a Constitution saving throw every hour or take an additional 20 points of damage. This will continue until the spell’s duration expires or the poison is neutralized by other means.\n\nThe sand remains toxic for one hour and then loses its potency.", :key :dusts-of-death, :school "transmutation", :name "Dusts of Death", :duration "1 day", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a pinch of sand"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :ancestral-blessing {:description "You call upon your ancestor spirits for advice or protection. You may ask it to do one of the following:\n\nOracle. You ask the spirit one question, which it answers to the best of its ability. It will not lie to you, but it may not know the answer.\n\nBlessing. The spirit blesses you. For the next 24 hours, you have advantage on one saving throw of your choice.\n\nGuardianship. The spirit will guard your home or workspace. It will alert you instantly if there are any intruders, no matter where you are (as long as you are on the same plane), but it cannot fight or otherwise interfere. You may specify individuals or types of creatures that are allowed entry. It will remain for one month before departing.", :key :ancestral-blessing, :school "necromancy", :name "Ancestral Blessing", :duration "Special", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a dozen grains of any cereal or grain and a thimble filled with wine", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :burst-of-nettles {:description "You cause a patch of stinging nettles to immediately grow in a 10-foot radius at any point you choose within range, then fill with acid. At the beginning of your next turn, the nettles burst and all creatures in that area must make a Dexterity saving throw. A creature takes 4d6 acid damage on a failed saving throw, or half as much on a successful one.\n\nA creature that failed its saving throw takes an additional 1d6 acid damage at the start of each of its next two rounds; a creature that made its save doesn’t.", :key :burst-of-nettles, :school "conjuration", :name "Burst of Nettles", :duration "1 round", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :create-darkenbeast {:description "You transform a mammalian beast of CR 1 or lower into a darkenbeast. You can only cast this spell when you and the target creature are not in sunlight.\n\nThe darkenbeast is friendly to you and your companions. Roll initiative for it, as it has its own turns. The darkenbeast will follow any commands that you issue to it (no action required by you). If you don’t issue any commands to it, it will act as any vicious, carnivorous animal might, but it won’t attack any creature you specifically order it not to.\nIf the darkenbeast is touched by natural sunlight, it automatically reverts back to its original form and is no longer under your control.\n\nAt Higher Levels When you cast this spell using a spell slot of 5th level or higher, you can create one additional darkenbeast per spell slot above 4th level. You must supply one beast for each darkenbeast you are going to create.", :key :create-darkenbeast, :school "transmutation", :name "Create Darkenbeast", :duration "Special", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "dried wyvern’s blood and rare herbs worth 5 gp, and a Tiny, Small, or Medium mammalian beast", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :gravel-vortex {:description "A cloud of whirling pebbles appears in the shape of a cylinder that is 20 feet tall with a 40-foot radius, centered on a point you can see on the ground within range. All creatures in the area must make a Strength saving throw or take 6d8 bludgeoning damage. In addition, the ground in that area is treated as difficult terrain due to the uneven, rolling pebbles.", :key :gravel-vortex, :school "conjuration", :name "Gravel Vortex", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a handful of pebbles", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "400 feet"}, :simple-distillation {:description "You distill up to five gallons of any liquid you touch or up to 80 pounds of a solid inanimate, organic material. Each casting of this spell reduces the amount of water in it by one-half.", :key :simple-distillation, :school "transmutation", :name "Simple Distillation", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :seeking {:description "You touch a thrown weapon or a piece of ammo. If this weapon misses the target, it will turn around and follow the target, even around corners. You (or the creature who fired or threw the weapon) may make a new attack roll as a bonus action each round for the duration.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you may enchant one additional missile for every spell slot above 2nd.", :key :seeking, :school "transmutation", :name "Seeking", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :draw-upon-holy-might {:description "Your body shudders and glows with holy (or unholy) radiance as you become a vessel for your god’s power. While this spell is in effect, you may increase two of your attributes by a number of points equal to your spellcasting ability modifier. This may increase your attribute above 20. You also gain 30 temporary hit points and +2 to your AC.\n\nWhen the spell ends and your god’s presence leaves, you take a level of exhaustion.", :key :draw-upon-holy-might, :school "evocation", :name "Draw Upon Holy Might", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a vial of holy water blessed by a senior priest of your faith", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :whisper-s-darkstaff {:description "You conjure a 7-foot staff made of shadowstuff from the Shadowfell. This staff does 1d6 necrotic damage rather than bludgeoning but is otherwise a normal staff.\n\nThe staff gains additional effects when you reach higher levels; these effects are cumulative:\n\n5th level. The target must make a Constitution saving throw, taking an additional 1d6 necrotic damage on a failure.\n\n11th level. If the target fails the Constitution saving throw, it is also stunned until the end of its next turn.\n\n17th level. Instead of using the staff as a melee weapon, you may use it to fire a globe of shadowstuff up to 30 feet away. Make a ranged spell attack to hit; on a success, you inflict 4d6 necrotic damage.", :key :whisper-s-darkstaff, :school "conjuration", :name "Whisper’s Darkstaff", :duration "Concentration, up to 1 minute", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :khelben-s-blackstaff {:description "One nonmagical wooden weapon or piece of wood you touch transforms into a staff made of shimmering, crawling black light. You have advantage on attack rolls made with it and inflict 2d8 bludgeoning damage and 4d8 necrotic damage. On a successful hit, you may choose one of the following effects to also affect the target.\n\nConfusing Strike. The target must make a Wisdom saving throw or become confused until the end of its next turn. Roll a die. On an odd number, it can’t move or take actions; on an even number, it uses its action to make a melee attack against a random target other than you that is within reach.\n\nDispelling Strike. You automatically dispel one spell of 7th-level or lower that has been cast on your target. You may not choose which spell you dispel.\n\nParalytic Strike. The target must make a Wisdom saving throw or become paralyzed until the end of its next turn.\n\nPhantasmal Strike. The target is assaulted by terrifying images and must make an Intelligence saving throw. It takes 4d8 psychic damage on a failed saving throw, or half as much on a successful one.\n\nSpell-Draining Strike. The target loses a number of spell slots, starting with the lowest available, equal to your spellcasting ability modifier.\n\nTerrifying Strike. The target must make a Wisdom saving throw or become frightened of you until the end of its next turn. The creature must use the Dash action to move away from you by the safest and shortest available route.\n\nVampiric Strike. You regain as many hit points as you inflicted with necrotic damage.\n\nYou may choose to give the staff to someone else to use, but if it is forcefully taken from you, or the wielder attempts to hit you, the staff vanishes into smoke. It is completely immune to all damage and all spells except for antimagic field and wish.", :key :khelben-s-blackstaff, :school "transmutation", :name "Khelben’s Blackstaff", :duration "Concentration, up to 1 minute", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :urlic-s-unwholesome-meal {:description "You cause bad food to appear and taste wonderful. If the food is rotten or poisoned, then any damage the taint would normally inflict only occurs 2d4 hours later. Magical attempts to discern poisoning or spoilage using spells of 2nd level or lower will reveal nothing.\n\nIf a spell is cast on the food to purify it, that spellcaster must make a spellcasting ability check, with a DC equal to your spell save DC, to successfully purify the food. Regardless of the outcome, that caster will believe it has succeeded.\n\nThe spell may also be cast on purely illusory food, making it appear in all respects to be a complete, filling, and real meal. A creature who eats the food will feel as if it has actually eaten and won’t be hungry again for the normal length of time. However, the eater has consumed no food. If the creature eats nothing but illusory food treated with this spell, it will begin to suffer the effects of starvation (Player’s Handbook, chapter 8: Adventuring). Thus, it is entirely possible to use this spell to make a creature think it is eating well while in reality it is starving to death.", :key :urlic-s-unwholesome-meal, :school "illusion", :name "Urlic’s Unwholesome Meal", :duration "1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a pinch of gold dust"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :magical-tether {:key :magical-tether, :school "evocation", :name "Magical Tether", :duration "Concentration, up to 1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material-component "A leash of magical force appears in your hands and you throw it at a target within range. Make a ranged spell attack to hit. If you succeed, the creature is snared by the rope and is tethered. While tethered, the creature cannot move farther than 100 feet from you. The leash is intangible and will not snag or catch on anything, and it passes through walls and other obstacles. It is also invisible to everyone but you and the tethered creature; you will both see it as a line of glowing golden force.\n\nYou can pull the creature towards you, if you choose, by winning at a contest of Strength with it. You can also choose to shorten the length of the tether to as little as 5 feet, or to as long as 200 feet.\n\nYou can also attach either or both ends of the tether to an inanimate object.\n\nAt Higher Levels. When you cast this spell with a 2nd-level spell slot, the duration increases to Concentration, up to 10 minutes. When you cast it with a 3rd- or 4th-level spell slot, the duration increases to Concentration, up to 1 hour. When you cast it with a 5h-level or higher spell slot, the duration increases to 8 hours, and concentration is no longer needed."}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "100 feet"}, :nystul-s-blacklight-burst {:description "You bring forth a blast of dark energy from the Negative Plane, sending it to a point you choose within range, at which point expands in a burst. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 6d6 necrotic damage and has its speed reduced to half-normal for 1 minute on a failed saving throw, or takes half as much damage and has its speed reduced by 5 feet on a successful one.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", :key :nystul-s-blacklight-burst, :school "evocation", :name "Nystul’s Blacklight Burst", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a bit of dirt from a ghoul’s grave"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :rip-life {:description "You reach into the body of a target that has 100 or fewer hit points and rip its very life force out. It may attempt a Constitution saving throw to resist; if it fails, it dies and you hold its soul in your hand--a fluttering substance that sheds dim light in a 5-foot radius. You may then choose one of the following options to use the life force for:\n\nYou may crush the soul in your hand. The creature cannot be brought back to life by any means, except by divine intervention.\nYou may twist the soul in your hand and place it back into its original body. That creature then rises as an undead whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating).\nYou may use the soul within 1 minute to restore 10d10 hit points to yourself or another creature that is within 30 feet.\nYou may use the soul to inflict 8d10 necrotic damage to another creature within 30 feet. Make a ranged spell attack to hit.\nYou may convert the soul into magical energy and gain one expended spell slot per 10 hit points the creature had when you killed it, starting with your lowest-level slots.\nIf you use the soul to heal or inflict damage or to gain spell slots, then afterwards the soul passes on to its appropriate afterlife. If you convert the soul into magical energy, the creature cannot be brought back to life with anything short of a resurrection.", :key :rip-life, :school "necromancy", :name "Rip Life", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :mass-jump {:description "Up to eight allies you can see within range have their jump distance tripled until the spell ends.", :key :mass-jump, :school "transmutation", :name "Mass Jump", :duration "1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a grasshopper’s hind leg", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :sand-gems {:description "You turn a handful of sand into 2d4 cut and polished gemstones. The transformation is permanent and the gemstones continue to radiate magic. If dispel magic is successfully cast on a gemstones, or if a gemstone is destroyed, it reverts to sand. Roll a d12 to determine the gem’s value.\n\n d12 \tGemstone\n1-4\t10 gp gemstone (quartz, turquoise)\n5-7\t50 gp gemstone (citrine, moonstone)\n8-9\t100 gp gemstone (amethyst, garnet)\n10-11\t500 gp gemstone (aquamarine, topaz)\n12\t1,000 gp gemstone (emerald, star ruby)\nAt Higher Levels. When you cast this spell with an 8th-level or higher spell slot, you create an additional 2d4 gemstones per slot level above 7th.", :key :sand-gems, :school "transmutation", :name "Sand Gems", :duration "Permanent", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a handful of sand", :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :command-hair {:description "You may cause the hair of a willing target to grow up to one foot, be cut or shaved off, and style itself in any manner you choose.\n\nYou may also cause the hair to act like a prehensile tentacle, under the control of the hair’s owner. The hair has Strength 6 (-2) and Dexterity 9 (-1) and while it makes attacks at disadvantage, it can do other things such as grabbing items, picking locks, untying ropes, and so forth at no penalty. While animating the hair, it grows long enough to have a reach of 5 feet.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, the hair has a +1 bonus to Strength and Dexterity for each slot level above 1st. When you cast this spell with certain higher-level slots, the hair’s reach increases to 10 feet (3rd-level slot), 15 feet (5th-level), 20 feet (7th-level), or 30 feet (9th level).", :key :command-hair, :school "abjuration", :name "Command Hair", :duration "Concentration, up to 10 minutes", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Touch"}, :screen {:description "You touch an object of any time and protect an area 30 feet in diameter from spying, in much the same way as a nondetection spell. However, at the same time you create a programmed illusion of sight and sound that is detected by anyone using magical or mundane means to spy on that area.", :key :screen, :school "illusion", :name "Screen", :duration "8 hours", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :otiluke-s-siege-sphere {:description "You create a large, bolder-sized sphere of force that can be fired from a catapult or trebuchet (and thus uses that siege equipment’s range). You designate what form you wish the sphere to take:\n\nCrystal Shards. The sphere splinters apart while 30 feet above the target area. All creatures in a 60-foot radius directly below it must make a Dexterity saving throw. A creature takes 12d6 piercing damage on a failed saving throw, or half as much damage on a successful one.\n\nLiquid Fire. The sphere shatters on impact, spraying alchemist’s fire in a 30-foot radius around it. All creatures in that area must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed saving throw, or half damage on a successful one. In addition, all creatures also take an extra 2d6 fire damage each round for 1 minute (half damage if the initial saving throw succeeded). The alchemist’s fire also sets all combustibles on fire.\n\n\n\nWrecking Ball. The sphere becomes as hard as adamantine and twice as heavy. It inflicts 11d10 bludgeoning to a single target, or double damage to objects and structures.", :key :otiluke-s-siege-sphere, :school "evocation", :name "Otiluke’s Siege Sphere", :duration "10 minutes", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of diamond dust", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :blessed-abundance {:description "You hold up to ten mounds of inanimate, nonliving animal or vegetable matter in one hand, and it’s duplicated, an identical amount of the same material appearing in your other hand or on the ground in an unoccupied space that you can see within 10 feet of you. Magical items, ores and minerals, and living creatures cannot be affected by this spell.\n\nAt Higher Levels. When you cast this spell with a slot of 5th level or higher, you double the amount you create for each slot level above 4th (up to 20 pounds with a 5th-level slot, up to 40 pounds with a 6th-level slot, up to 80 pounds with a 7th-level slot, up to 160 pounds with an 8th-level slot, and up to 320 pounds with a 9th-level slot.", :key :blessed-abundance, :school "conjuration", :name "Blessed Abundance", :duration "Permanent", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :flame-harvest {:description "You lay this trap by walking in a circle around an out-of-doors area filled with flammable vegetation, such as in the middle of a field or around a copse of trees. The circle can be no larger than 150 feet in diameter. As you lay this trap down, you set a condition that will trigger the trap, such as “when three elves meet in the middle of this area” or “at midnight on the last night of the full moon.” As you cast the spell, your footprints glow brightly; when you are done, they fade away and only magic will detect the presence of the trap.\n\nWhen the conditions are met, the area will burst into flames. All creatures within the area take 10d8 fire damage and ignites all combustibles that are not being worn or carried. Creatures who were previously aware of the trap’s existence may make a Dexterity saving throw, taking half as much damage on a successful throw.\n\nAfter the initial blast, the fire will burn normally, inflicting 1d6 fire damage to any creature that ends its turn in the area, until it burns itself out in 2d10 minutes.", :key :flame-harvest, :school "evocation", :name "Flame Harvest", :duration "1 month", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :ray-of-stupidity {:description "A beam of dull yellow light streaks out from your finger towards a creature within range. Make a ranged spell attack against the target. On a hit, the creature has disadvantage on all Intelligence saving throws and Intelligence ability checks. If the creature is a spellcaster who uses Intelligence as its spellcasting ability, it must make a concentration saving throw each time it wishes to cast a spell. At the end of each of the creature’s turns, it may make a Wisdom saving throw, ending the effect on a success.", :key :ray-of-stupidity, :school "enchantment", :name "Ray of Stupidity", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a tiny, cone-shaped hat"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :shivering-touch {:description "Your hand bursts into ice-blue flames that chill your targets to the bone. Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d6 cold damage, and its speed is reduced by half. Until the spell ends, you can make the attack again on each of your turns as an action.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", :key :shivering-touch, :school "necromancy", :name "Shivering Touch", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :beanstalk {:description "You plant a few beans in the ground and a huge beanstalk erupts from the ground. It grows at a rate of 50 feet per round, to a maximum height of 400 feet. It is easy to climb (DC 5) and strong enough to support up to 5,000 pounds at a time. After 24 hours, the beanstalk withers and in one hour becomes nothing more than compost.\n\nAt Higher Levels. When you cast this spell with a spell slot of 5th level or higher, the beanstalk grows an additional 200 feet high per slot level above 4th.", :key :beanstalk, :school "conjuration", :name "Beanstalk", :duration "24 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a handful of beans", :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Special"}, :color {:description "You may permanently change the color of cloth, leather, or any other inanimate object that can fit in a 5-foot cube and is not currently being worn or held. The time it takes to color the item varies on the complexity of the color: changing the entire item to a single color takes 1 action, but patterns or variations of color require you to trace the design you wish on the item with your finger while picturing the colors you desire, a process that may take several minutes.", :key :color, :school "illusion", :name "Color", :duration "Permanent", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "Special", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :web-bolt {:description "You hurl a ball of grayish light at a target or object within range. Make a ranged spell attack. On a hit, the light explodes into sticky webbing and the target is grappled and restrained (escape DC equal to your spell save DC). The target may attempt to escape at the beginning of each of its turns. After 1 minute or when you stop concentrating, the web dissolves on its own.\n\nThe webbing has AC 12 and 10 hit points. It is immune to bludgeoning, poison, and psychic damage but takes double damage from fire. If burned, the target that is encased in the webbing takes the same amount of fire damage.", :key :web-bolt, :school "conjuration", :name "Web Bolt", :duration "Concentration, up to 1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :azalldam-s-fabrication {:description "You can fold and manipulate shadows, creating a semi-physical object of Medium size or smaller. These objects, which are dark gray and weightless, are capable of carrying objects, although only half as much as a normal object of that type. If you create a weapon, it can only inflict half as much damage as a normal weapon of that type, although it is considered to be a magical weapon. If you create armor, it acts as medium armor but only grants an AC of 12 + the wearer’s Dexterity modifier. Regardless of the object’s appearance, it has an armor class of 12 and 25 hit points.\n\nIf the object is exposed with bright light or subjected to radiant damage, you must make a concentration check. On a failure, the shadows dissipate and the created object disappears.\n\nAt Higher Levels. The object you create increases in size, armor class, and hit points when you cast it with higher-level spell slots. When you cast this spell with a 5th-level spell slot, you can create a Large object, and your object has AC 14 and 50 hit points. When you cast it with a 7th-level spell slot, you can create a Huge object, and your object has AC 16 and 100 hit points. When you cast it with a 9th-level spell slot, you can create a Gargantuan object, and the object has AC 20 and 200 hit points.", :key :azalldam-s-fabrication, :school "transmutation", :name "Azalldam’s Fabrication", :duration "Concentration, up to 1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a wooden carving of the item you wish to create", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :ash-storm {:description "A cloud of swirling ash appears in the shape of a cylinder that is 20 feet tall with a 40-foot radius, centered on a point you can see up to 400 feet away. This blocks all sight, including darkvision, and the falling cinders cause the area to become difficult terrain.\n\nIn addition, a creature that ends its turn in the storm must make a Constitution saving throw. On a failure, it spends its next action coughing and choking.", :key :ash-storm, :school "conjuration", :name "Ash Storm", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of ash", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "400 feet"}, :cheat {:description "You may subtly alter the hands of fate during games of chance. When using a gaming set, you can either make three rolls at advantage or cause another target to make three rolls at either advantage or disadvantage. You may choose after the rolls have been made.", :key :cheat, :school "transmutation", :name "Cheat", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pair of dice made from human bones", :verbal true, :somatic true, :material true}, :casting-time "1 action or reaction, taken when you are about to take your turn at a game.", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :wing-gifting {:description "One willing creature you touch gains a pair of wings. The creature’s flying speed 60 feet, and the creature gains one additional ability, depending on the type of wing:\n\nButterfly Wings. These wings grant the bearer the ability to flutter--the bearer moves in an erratic fashion. While in the air, any creature targeting the bearer with a weapon attack are at disadvantage to do so.\n\nDragon Wings. These wings grant the bearer a wing buffet attack, which can be used as a bonus action. This attack has a reach of 10 feet and inflicts 1d4 + the bearer’s Strength modifier. If the bearer succeeds on a hit, the target must make a Strength saving throw (DC equal to 10 + the bearer’s Strength modifier) or fall prone.\n\n\n\nDragonfly Wings. These wings grant the bearer the ability to hover and increases its flying speed by an additional 10 feet.\n\nEagle Wings. These wings grant the bearer the ability to make a dive attack. If that creature dives at least 30 feet straight towards a target and then hit it with a melee weapon attack, the attack deals an additional 1d10 damage to the target.", :key :wing-gifting, :school "transmutation", :name "Wing Gifting", :duration "1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "100 feet"}, :tyvek-s-temporary-inner-strength {:description "A willing target you touch gains 50 temporary hit points and is immune to being charmed or frightened for the duration of the spell. In addition, the creature gains a bonus equal to your spellcasting ability modifier to all saving throws it makes.", :key :tyvek-s-temporary-inner-strength, :school "abjuration", :name "Tyvek’s Temporary Inner Strength", :duration "1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a miniature iron heart and a drop of lion’s blood"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :blast-of-sand {:description "A cone of course sand sprays out from your outstretched palm with punishing force. All creatures within the area must make a Dexterity saving throw. A creature takes 7d6 piercing damage on a failed saving throw, or half as much damage on a successful one. Fragile objects and structures (as per the Dungeon Master’s Guide, Chapter 8: Running the Game) take double damage.", :key :blast-of-sand, :school "conjuration", :name "Blast of Sand", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of sand", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot cone)"}, :alpha-s-blue-blaze {:description "You cause blue flames and purple acid to fan forth from your outstretched hand in a 60-foot cone. All creatures in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage and 4d8 acid damage on a failed saving throw, or half as much on a successful one.", :key :alpha-s-blue-blaze, :school "evocation", :name "Alpha’s Blue Blaze", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Self (60-foot-long cone)"}, :dive-rise {:description "You point to a creature or object floating in the water and cause it to dive. Creatures may make a Strength saving throw to resist. On a failure, it sinks at a rate of 30 feet each round until the spell ends or it hits the bottom; at that point, it will remain at the bottom until the spell ends. A creature may make a new Strength saving throw at the end of each of its turns, ending the effect on a success.\n\nYou may also use this spell to cause a creature or object to rise to the surface, as long as it weighs 1,000 pounds or less. Creatures may make a Strength saving throw to resist. On a failure, it rises at the rate of 30 feet each round until the spell ends or it hits the surface; at that point, it will float until the spell ends. A creature or object that is buoyant will continue to float even after the spell ends; otherwise, it will sink again. The target may make a new saving throw at the end of each of its turns, ending the effect on a success.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you may cause an additional 1,000 pounds to rise to the surface per slot level above 2nd.", :key :dive-rise, :school "transmutation", :name "Dive/Rise", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a small ball of lead or a cork", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :bone-shape {:description "You can mold and shape nonliving, non-animate bone into whatever shape you want, and can even join multiple bones together to form larger objects. The bone cannot be attached to or inside a living creature, although you may shape bones that are inside a corpse that still has flesh on its bones. Nor can the bones be part of a construct or undead creature, although the bones can later be animated.\n\nIf you use this spell on a corpse and then attempt to raise it from the dead, that attempt will fail unless you use true resurrection or wish; the creature will be restored to its original form, however. The shaped corpse can still rise as an undead. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.\n\nThis spell can also be cast on teeth, claws, chitin, cartilage, horn, and antler, and you can use this spell to blend those substances together into a single substance.", :key :bone-shape, :school "transmutation", :name "Bone Shape", :duration "Permanent", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "fresh bone dust"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :radiant-assault {:description "A spherical burst of rainbow-colored beams, 20-feet in radius, erupts from a point you choose within range. All creatures in that area take 10d6 radiant damage and must make a Constitution saving throw or be blinded and stunned for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effects on a success. Creatures that are already blind are not affected by this spell.\n\nAt Higher Levels. When you cast this spell with an 8th-level or higher spell slot, you inflict an additional 2d6 damage per slot level above 7th.", :key :radiant-assault, :school "evocation", :name "Radiant Assault", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "an eye from any celestial, elemental, fey, or fiend", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "400 feet"}, :ancient-curse {:description "You put a protective curse on an object or place dedicated to your god, such as a shrine, icon, cemetery gate, or so on. If the object is desecrated, then this spell is triggered and a curse is placed on the desecrators. Choose one of the following curses:\n\nBad Luck. The target is haunted by ill luck. It has disadvantage three times per day on rolls that the GM determines are important.\n\nClumsiness. The target is prone to mishaps. A roll of 1-3 on a d20 always fails.\n\nDisease. The target gains a degenerative disease. Every month, one of its attributes is reduced by 1 and its hit point total is reduced by 1d4. A lesser restoration will halt the disease’s progression for a month but won’t cure it.\n\nHaunting. The target is haunted by poltergeist (Monster Manual). If the poltergeist is slain, a new one will appear to haunt the target in one month.\n\nPoverty. The target is cursed with poverty. Within 24 hours of gaining money or goods worth 10 gp or more, half of it will be lost, stolen, or destroyed.\n\nVulnerability. The target is easily injured. All nonmagical attacks made against the target inflict an extra 1d4 damage.\n\nWeakness. Choose one ability score. While cursed, the target’s score is reduced by 1d4 + your spellcasting ability modifier.\n\nThe affects are not instantaneous but develop over the course of months to a year. It may not be immediately obvious to the target that it has been cursed, but eventually the curse will become undeniable.\n\nAt 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. The curse can also be removed if the target fixes the damage it caused and dedicates itself to serving that god.\nA remove curse spell ends this effect, provided it is cast by an adherent of the same faith. If not, then there is a 50% chance that the remove curse will fail to work.", :key :ancient-curse, :school "abjuration", :name "Ancient Curse", :duration "Permanent", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :dream-sight {:description "You fall into a deep sleep and your spirit leaves your body and travels ethereally and invisibly. You gain a flying speed of 90 feet. You can pass through solid objects and creatures as if they were difficult terrain; you take 1d10 force damage if you end your turn inside an object. While in this form, you gain truesight to 30 feet. You are blocked by any spell or effect that blocks ethereal creatures and can be seen by creatures with truesight or that are using true seeing. You are immune to all nonmagical damage. You cannot speak, attack, cast spells, or perform any action while in this form other than moving and observing.\n\nWhen the spell is over, or if your body is disturbed in any way, your spirit instantly returns and you wake up. If you took damage in any way while in spirit form, you retain that damage upon awakening.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, your speed increases by 30 feet for each slot level above 3rd.", :key :dream-sight, :school "divination", :name "Dream Sight", :duration "1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "incense worth at least 5 gp", :somatic true, :material true}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Special"}, :firestaff {:description "The ends of a quarterstaff that you are holding burst into blue-white flame. You may use the staff itself or hand it to someone else to use. When the staff hits a target, it does an additional 2d6 fire damage.\n\nThe flames on the staff cannot be extinguished by any means. It can be used to set combustibles on fire, but the fires it sets are normal and can be extinguished normally.", :key :firestaff, :school "evocation", :name "Firestaff", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a piece of phosphorous and a pinch of iron filings", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :aging {:description "A sickly gray bolt of energy shoots out from your outstretched hand towards a creature within range. A creature that doesn’t age or is immortal is immune to this spell. Make a ranged spell attack. On a hit, the target must make a Constitution saving throw. The target takes 6d10 necrotic damage and instantly ages that many years on a failed saving throw, or half as much damage and years on a successful one. In either case, the creature is also knocked unconscious for 1 minute. If the target dies from this damage, it is considered to have died of old age and can only be brought back through a wish.\n\nThe aging is permanent unless reversed with a greater restoration spell. The aging has no game affects unless the DM determines that the target has been pushed into extreme old age. In that case, the creature takes one level of exhaustion, which cannot be removed unless the spell is reversed.", :key :aging, :school "necromancy", :name "Aging", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a black opal worth at least 500 gp"}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :ironguard {:description "One willing creature you touch becomes immune to bludgeoning, piercing, and slashing damage from nonmagical metallic weapons. In addition, the target can walk through metal barriers such as iron doors or bars. If the target is attacked with a metal weapon that also inflicts a second type of damage (such as a flaming sword or a poison-dipped arrow), then it takes the secondary damage, but not the damage from the weapon itself. The target can also not wield metallic weapons, however.\n\nIf the target attempts to walk through a metal barrier and ends its turn inside it, it takes 1d10 force damage.\n\nAt Higher Levels. When you cast this spell with a 7th-level or higher spell slot, the target becomes immune to magical metal as well.", :key :ironguard, :school "abjuration", :name "Ironguard", :duration "1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a tiny shield made of glass or crystal"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :instant-audience {:description "You conjure an illusory audience or illusory party guests. The illusion contains audible, visual, tactile, and olfactory elements, so the audience members seem real to all senses. The audience members will appear in groups of 1-4 each minute for up to ten minutes--you may choose how many appear each minute and if they come alone or in groups, or let them come randomly (the DM will roll 1d4 each minute).\n\nThe creations will appear to be a mix of people suitable for the circumstances and location and will act as normal people do. If watching a play or listening to music, they will applaud when appropriate. If at a party, they will mingle, eat hor d’oeuvres, flirt, and chit-chat, although their knowledge is limited to the sort of trivia you might know or to very generalized topics (they do not know your secrets, nor will they reveal any sort of knowledge that would normally require a skill roll). The audience is fairly appreciative, but if you wish, you may decide that to include hecklers, drunks, or even bullies. When the spell ends, the audience members leave the same way they came in.\n\nThe audience members cannot fight or defend themselves. They have an AC of 10 and 1 hp. If harmed in any manner, they vanish.", :key :instant-audience, :school "illusion", :name "Instant Audience", :duration "4 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small collection of buttons, coins, and other small items, as well as a mouse that vanishes for the duration and reappears unharmed when the spell ends"}, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (60-foot radius)"}, :curse-of-impending-blades {:description "You choose one creature you can see within range and force it to make a Wisdom saving throw. If it fails, creatures who attack your target with melee weapons have advantage on their attack rolls. A remove curse will end this 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.", :key :curse-of-impending-blades, :school "transmutation", :name "Curse of Impending Blades", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a nail hammered through a piece of leather", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "100 feet"}, :smite {:description "k\nYou pick any point within range and shout out your god’s wrath. All enemies within 20 feet of that point must make a Constitution saving throw.\n\nThe affected creatures are smote by an intense, obviously divine light. A creature takes 10d6 lightning damage and is blinded and poisoned for 24 hours on a failed saving throw, or half as much damage and is blinded and poisoned for 1 hour on a successful one.", :key :smite, :school "evocation", :name "Smite", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :freeze {:description "You coat a target in ice, putting it in stasis and making it effectively petrified for one minute. An unwilling target may make a Wisdom saving throw to resist, and may make a new saving throw at the end of each of its turns, ending the effect on a success. At the end of this time, the creature is no longer petrified and may resume normal activities.\n\nAt Higher Levels. When you cast this spell with a 4th-level spell slot, the duration increases to 10 minutes. When you cast it with a 5th-level or higher spell slot, the duration increases to 1 hour.", :key :freeze, :school "abjuration", :name "Freeze", :duration "1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "an hourglass"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :feeblebody {:description "You blast the body of a creature that you can see within range, attempting to destroy its health and strength. The target takes 4d6 necrotic damage and must make a Constitution saving throw.\n\nOn a failed save, the creature’s Strength, Dexterity, and Constitution are reduced to 1 each. The creature’s move is reduced to 5 and it can’t attack, wear armor, or lift any objects. If it attempts to cast a spell or use a magical item, it will do so successfully but will take a level of exhaustion each time.\n\nAt the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.", :key :feeblebody, :school "transmutation", :name "Feeblebody", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a live mouse", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "150 feet"}, :orb-of-cold {:description "A ball of frozen air, no larger than 3 inches across, appears in your palm and fires itself at a target you choose within range. Make a ranged spell attack to hit. On a success, you inflict 4d6 cold damage and the target must make a Constitution saving throw or become blinded by the icy vapors until the end of its next turn.\n\nAt Higher Levels. When you cast this spell with a 3rd level or higher spell slot, you inflict an additional 1d6 damage for each slot level above 2nd.", :key :orb-of-cold, :school "conjuration", :name "Orb of Cold", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :rain-of-roses {:description "\nYou pick a point within range and roses begin to fall from the clear sky in a vertical column 80 feet in diameter and 80 feet tall. All fiends and undead, as well as evil aberration, fey or creature with the shapechanger tag, must make a Constitution saving throw. On a failure, that creature becomes poisoned for the duration. A poisoned creature that leaves the spell’s area may make a saving throw at the end of each of its turns, ending the effect on a success.", :key :rain-of-roses, :school "conjuration", :name "Rain of Roses", :duration "Concentration, up to 10 minutes", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a rose"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "400 feet"}, :sharptooth {:description "\nThis spell can only be cast on a creature with a bite attack. For the duration, the damage die of one creature you touch is increased to the next size. For instance, a creature that inflicts 1d4 with its bite inflicts 1d6, a creature that inflicts 2d6 damage inflicts 2d8, and so on. A creature that only inflicts 1 point of damage with its bite would inflict 1d4 damage.\n\nIn addition, this bite is considered to be a magical weapon.", :key :sharptooth, :school "transmutation", :name "Sharptooth", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :glamden-s-jet {:description "A line of foul liquid and vapors 90 feet long and 10 feet wide blasts from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. The creature takes 3d6 necrotic damage and 4d6 of either acid or poison damage (you choose when casting the spell).\n\nAt Higher Levels. When you cast this spell with a 5th-level or higher spell slot, you inflict an additional 1d6 necrotic damage for each slot level above 4th.", :key :glamden-s-jet, :school "conjuration", :name "Glamden’s Jet", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a scale from a green or black dragon"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self (60-foot line)"}, :animal-transfer {:description "You transfer your mind into the body of a beast, who may make a Charisma saving throw to resist. If it fails, you take over the creature’s body. Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You can use your host body’s physical abilities, but you cannot cast spells while in beast’s body.\n\nWhile you’re in the beast’s bodies, your own body is comatose during this time and the animal’s mind is suppressed. You may use your action to switch back to your own body at any time. This ends the spell.\n\n\n\nIf the animal dies while you are controlling it, your mind instantly returns to your own body. You suffer 3d8 psychic damage and must make a DC 15 Wisdom saving throw. On a failure, you suffer from a form of insanity for an hour where you believe you are that animal and you act accordingly. At the end of that hour and every hour after that, you may make another DC 15 Wisdom saving throw, ending the effect on a success. If you don’t succeed on a saving throw within 24 hours, the insanity becomes permanent.", :key :animal-transfer, :school "necromancy", :name "Animal Transfer", :duration "Concentration, up to 1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "100 feet"}, :dweomervessel {:description "You turn a bottle or jar into a magical vessel, and then immediately cast another spell of 3rd level or lower inside the bottle and re-cork it. The spell is then trapped inside that bottle. The bottle is fragile; it has an armor class of 13 and 2 hp. At any point in the next 24 hours, you may then open or break the bottle and release the spell. After 24 hours, the magic dissipates. If the spell has an area effect (such as fireball), the area will be centered on the bottle.\n\nWhen you open or break the vessel, roll a d20. On a roll of 1, the stored spell fails to work properly.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slots, you may store 4th level spells (using a 6th-level slot), 5th level spells (using a 7th-level slot), 6th level spells (using an 8th-level slot), or 7th level spells (using a 9th-level slot).", :key :dweomervessel, :school "transmutation", :name "Dweomervessel", :duration "24 hours or until triggered", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "50 gp of powdered emerald and a bottle", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :submerge-ship {:description "With this powerful spell, you give a ship of any size the ability to travel underwater. It can move at a speed of 2 miles per hour, or whatever its normal speed is, whichever is lower. At the same time, it surrounds the ship with a bubble of air that will remain clean for the spell’s duration. It is possible to move in and out of the bubble without disturbing it or letting water in. Objects will also penetrate the bubble if the ship comes too close, but creatures must make a conscious effort to enter the bubble (this is automatic but requires that the creature wills it).\n\nThe ship will move by your mental command for as long as you hold the miniature rudder. You may also choose to give the rudder to someone else, thus handing control to that person; however, if you lose the rudder or leave it unattended, the spell ends.\n\nOnce the spell ends, the magic will linger for up to 1 minute and the ship will rise to the surface at the rate of 60 feet per round. If it’s still underwater at the end of the minute, the air bubble collapses and passengers risk drowning.", :key :submerge-ship, :school "transmutation", :name "Submerge Ship", :duration "12 hours", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a miniature rudder inlaid with silver worth 2,500 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :bilocation {:description "You create an identical copy of yourself and all of your clothing and equipment. Your duplicate appears in an empty space within 30 feet of you. This additional body is also you; you exist as both bodies at once. As long as both of you remain on the same plane, your bodies may travel as far away from each other as you like.\n\nEach of your bodies has the same number of hit points that you had before you cast this spell. You gain one additional action each round and you determine which body will perform any particular action. You use both body’s senses with full understanding and have advantage on Wisdom (Perception) checks.\n\nThis spell copies common and uncommon magical items, as long as those items don’t require attunement. If you have items that have limited use, such as ammunition, potions, or wands, then they are copied, but even though both of your bodies have copies of that item, you do not gain additional uses--drinking a potion causes both copies of the potion to be used at once.\n\nWhen the spell ends, you may choose which of your bodies is the “real you.” The other body vanishes and any equipment it was carrying end up on your own body. If one body dies before the spell ends, it then vanishes as detailed above.", :key :bilocation, :school "conjuration", :name "Bilocation", :duration "Concentration, up to 1 hour", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :old-salt-s-curse {:description "You curse a creature with permanent seasickness. Whenever that creature is on a boat or in the water a more than 500 feet from shore, it becomes poisoned, and remains that way until it is back on land. A remove curse ends this effect.", :key :old-salt-s-curse, :school "transmutation", :name "Old Salt’s Curse", :duration "Permanent", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a flask of seawater"}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :soulfire {:description "You force one creature you see within range to make a Charisma saving throw. On a failure, you cause its soul to burn. You inflict 3d8 psychic damage each round for 1 minute. The creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success.\n\nThis spell does not function on celestials, constructs, elementals, fiends, undead, or any creature that lacks a soul. (The DM should determine whether fey creatures and creatures with the Fey Ancestry trait have souls or not).\n\nAt Higher Level. When you cast this spell with a 6th-level or higher spell slot, you inflict an additional 1d8 psychic damage for each slot level above 5th.", :key :soulfire, :school "necromancy", :name "Soulfire", :duration "Concentration, up to 1 minute.", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :heart-and-soul {:description "You target a creature within range that can see your eyes and force it to make a Wisdom saving throw. On a failed save, the target is charmed by you. The charmed target can take no actions or make any decisions of any sort without your express permission or orders--it will not defend itself, eat or drink, or do anything else. It will follow all orders completely and to the letter, although not creatively or even efficiently. It will even follow orders that are suicidal or that defy its alignment. In effect, this spell binds and suppresses the victim’s soul so strongly that it is effectively nothing more than an automaton--not only will it obey you completely, but no part of it is capable of rebellion.\n\nYou may order the victim to act normally, in which case it will fulfill its basic needs and wants and act with a semblance of its former personality without you needing to tell it to, but will instantly stop what it is doing and heed you should you beckon. A person who knew the target before this spell was cast will be able to realize that there is something very different about the target.\n\nOnce each week, the victim may make a Wisdom saving throw. If it succeeds on three consecutive saving throws, the spell ends and it is freed.\n\nUnlike the dominate person spell, this does not create a telepathic bond between you and the target. Neither remove curse nor dispel evil and good will remove this enchantment; it requires a wish.", :key :heart-and-soul, :school "enchantment", :name "Heart and Soul", :duration "Permanent", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :barrier-reaver {:description "You can force an opening in one solid, magical barrier within range, including spells such antimagic field, flexible force field (q.v.), prismatic wall, wall of fire, wall of stone, and so on. You automatically open a hole in any barrier created through a spell of 3rd level or lower.\n\nFor a barrier created with a higher-level spell, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, a hole appears. It doesn’t affect non-solid barriers, such as blade barrier or wall of thorns.\n\nUntil the end of your next turn, you and other creatures may walk through the hole, cast spells through it, attack through it, and so on.\n\nAt the end of your next turn, the hole closes, inflicting 2d6 force damage on any creature still in the hole and shunting the creature either inside or outside the wall (50% chance of either).\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically breach a barrier the spell’s level is equal to or less than the level of the spell slot you used.", :key :barrier-reaver, :school "transmutation", :name "Barrier Reaver", :duration "1 round", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a small metal key", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "100 feet"}, :cone-of-force {:description "A cone of green and golden magical force erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 force damage on a failed save, or half as much damage on a successful one. A creature killed by this spell is reduced to dust.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", :key :cone-of-force, :school "evocation", :name "Cone of Force", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a small cone made of quartz worth at least 25 gp", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (60-foot cone)"}, :savage-maw {:description "You enlarge and sharpen your own teeth and strengthen your jaw, granting you a powerful bite attack. While this spell is active, you have proficiency with your bite and inflict 1d10 piercing damage (or 2d10 damage, if you already have a bite attack), and you have advantage on Charisma (Intimidate) skill checks.\n\nIn addition, your bites are so powerful and cause such terrible blood loss that each time you successful hit a foe, you reduce its hit point total by 1. This hit point reduction lasts until the creature has taken a short or long rest or has a spell such as greater restoration cast on it.", :key :savage-maw, :school "transmutation", :name "Savage Maw", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :falstaffe-s-ethereal-firestorm {:description "A streak of red light and hot wind flashes from your outstretched hand to a point you choose within range, and then silently explodes into a burst of pale flame. This does no damage to material creatures, but any ethereal creature (i.e., that has the Etherealness trait or an ability to shift or jaunt into the Ethereal Plane, or that is under the effect of the etherealness spell) that is within 20 feet of that point must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 force damage on a failed save, or half as much damage on a successful one. The ethereal fire spreads around corners and ignites ethereal 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 4th level or higher, the damage increases by 1d6 fire damage for each slot level above 3rd", :key :falstaffe-s-ethereal-firestorm, :school "evocation", :name "Falstaffe’s Ethereal Firestorm", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "150 feet"}, :bestow-curse-new-variants- {:level 3, :school "necromancy", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :option-pack "The (Not Really) Complete Tome of Spells", :name "Bestow Curse (New Variants)", :description "These are new variants of the spell bestow curse that appears in the Player’s Handbook. Many of these variants are useful only if you are casting the spell with a 7th-level or higher spell slot.\n\nThe target is in pain. It has disadvantage on all Dexterity skill checks its speed is reduced by 10 feet.\nThe target exudes an aura of antipathy, causing creatures to have hostile feelings towards it. While cursed, the target has disadvantage on Deception and Persuasion skill checks.\nThe creature is either deafened or blinded until the curse ends.\nThe creature gains a deadly touch. Everything it touches takes 1d10 damage of a type of your choice. It cannot turn off or control this ability.\nThe target develops an obviously supernatural and disturbing (and often ironic) physical trait. The creature may grow a pig’s noise, pure black eyes, have its hair turn into worms, smell like sulfur, and so on. While cursed, the target has disadvantage on Deception and Persuasion skill checks.\n\nThe creature becomes insatiably hungry and thirsty. Whenever food or drink is present, the creature must make a Wisdom saving throw or stop whatever it is doing in order to eat or drink.\n\nWhenever the creature encounters a particular substance, it becomes incredibly nauseated. It must make a Constitution saving throw or become incapacitated for 1d6 rounds due to vomiting and dry heaves.", :key :bestow-curse-new-variants-}, :hypnosis {:description "\nYou attempt to beguile a creature with an Intelligence of 5 or higher that you can see and that in return can see your eyes; it must also be able to understand your language and must be either willing or restrained.\n\nThe creature must make a Wisdom saving throw; if it fails, it is charmed by you. This spell has several functions; you must choose which one you will use when you cast the spell.\n\nDeprogramming. If the target is suffering from the charmed condition, you may release the target from that effect. You can also use this to deprogram a creature suffering from non-magical brainwashing.\n\nMemory Recovery. If the target’s memories had been altered or erased, either through mundane means (including both normal forgetfulness and brainwashing) or by the modify memory or similar spell, you restore the original memory.\n\nPhantasmal Harm. You can cause the target to believe that it is being harmed. Each round, for a number of rounds equal to twice your spellcasting ability modifier, you may inflict 1d10, 2d10, or 3d10 psychic damage (you choose how damaging the spell is). If the target falls to 0 hit points or lower, it may make a Wisdom saving throw. If it succeeds, it instead drops to 1 hit point and falls unconscious.\n\nRejuvenation. You can remove 1 level of exhaustion from the target. You may only use this version of the spell on a creature once each day\n\nSuggestion. You implant a suggestion, as per the spell, into the creature’s subconscious, with the following changes: the suggestion lasts for 1 week and you can ask the target to perform an action that is self-destructive or that violates its alignment. If you do so, however, the target may make a second saving throw when the suggestion is triggered; if it succeeds, it will snap out of it. Once the creature has completed your suggestion, it will have no conscious memory of its actions. The memory can be recovered using the memory recovery version of this spell. If you cast this version of hypnosis on your target every day for a week, the suggestion will last for 1 month. If you cast it every day for a month, the suggestion will last for a year.\n\nTruth-Telling. You may ask the target a number of questions equal to twice your spell attack modifier. The target will answer them as truthfully as it can, although not necessarily fully or coherently.", :key :hypnosis, :school "evocation", :name "Hypnosis", :duration "Special", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small, shiny object on a string"}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "10 feet"}, :mystyk-s-backlash {:description "You create a nigh-invisible shell of energy around you. If you are struck by any physical melee attack, the damage will be split in two.\n\nYou will take half damage (rounded down), and the remaining damage will rebound as a burst of energy. Your attacker must make a Dexterity saving throw, taking the other half of the damage on a failed saving throw, or half that amount on a successful one.", :key :mystyk-s-backlash, :school "abjuration", :name "Mystyk’s Backlash", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a small metal shield and a gem worth 100 gp, which are destroyed in the casting", :material true, :verbal true, :somatic true}, :casting-time "1 action or reaction, taken when you are struck by a melee attack", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self"}, :drawmij-s-swift-mount {:description "You touch a trained riding beast that has an Intelligence of 4 or less, or on a riding beast summoned with the find steed, find greater steed, or phantom steed spell, and its movement is doubled for the duration of the spell. If you overload the animal, it automatically cancels this spell. You cannot cast this spell on that creature again until it has taken a short or long rest.", :key :drawmij-s-swift-mount, :school "transmutation", :name "Drawmij’s Swift Mount", :duration "8 hours", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a hare’s foot or a bit of cheetah’s fur", :verbal true, :somatic true, :material true}, :casting-time " 1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :year-stealing {:description "You take a few drops of your victim’s blood and use it to inscribe ritualistic runes on a sheet of vellum, all the while holding the lit candle in your other hand.\n\nWhen you finish casting the spell, that creature must make a Constitution saving throw. It takes 6d6 necrotic damage, and your age is reduced a number of years equal to half the amount of damage inflicted. If the creature takes enough damage to reduce it to 0 hit points, it will age rapidly over the course of a minute until it dies from old age.", :key :year-stealing, :school "necromancy", :name "Year Stealing", :duration "Permanent", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a few drops of blood from the intended victim, piece of vellum, and a black candle"}, :casting-time "1 hour", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "1 mile"}, :diamond-spray {:description "You blow diamond dust at your targets and a 60-foot cone of diamond shards blasts outwards. All aberrations, fiends, and undead in the area must make a Dexterity saving throw. A creature takes 6d6 piercing damage on a failed saving throw, or half as much damage on a successful one. This bypasses resistance to piercing damage from nonmagical weapons.\n\nIn addition, the creature is stunned for 1 minute. It may make a Wisdom saving throw at the beginning of each of its turns, ending the effect on a success.", :key :diamond-spray, :school "conjuration", :name "Diamond Spray", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "diamond dust worth at least 100 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (60-foot cone)"}, :darklight-s-tattooed-creature {:description "You touch a living creature and transform it into ink. Only Large-sized and smaller beasts, dragons, giants, humanoids, monstrosities, and plants may be affected. Shapechangers cannot be affected by this spell and an unwilling creature may make a Wisdom saving throw to resist. You must use this ink to create a tattoo on a willing target. If you use it for any other purpose, destroy the ink, or fail to use it within 1 hour, it turns back into the original creature.\n\nThe target may release the creature at any time by touching the tattoo and speaking a command word. This causes the tattoo to vanish and the creature to appear in an empty space within 10 feet of you. A tattoo of a Tiny creature takes up one slot, a tattoo of a Small creature takes up two slots, a tattoo of a Medium creature takes up four slots, and a tattoo of a Large creature takes up ten slots.\n\nA humanoid has one slot on its neck, two on each arm, four on each leg, and ten each on its back and its chest. The presence of mundane tattoos does not get in the way of a tattooed creature, but body slots taken up by other forms of magical tattoos (such as one made with tattoo potion (q.v.)) cannot be used by this spell.\n\nA creature that has been made into a tattoo is effectively in stasis. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells will reveal the tattoos true nature. When it is released from tattoo form, it has no particular loyalty to you or to the person on whom it was tattooed. However, if that creature had been subject to a spell such as animal friendship, charm person, or dominate monster and had been charmed, it will continue to be charmed after being released until the duration of the charm has ended.", :key :darklight-s-tattooed-creature, :school "transmutation", :name "Darklight’s Tattooed Creature", :duration "Permanent until triggered", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "tattoo inks worth 100 gp and a golden needle worth 50 gp; the inks are consumed when you cast the spell", :verbal true, :somatic true, :material true}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :forced-repentance {:description "You choose a humanoid within range that you can see and force it to make a Wisdom saving throw. If it fails, it will stop its current action, overwhelmed by its guilty conscious, and will begin use its actions to confess its sins to you. The creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success. The spell also ends if you ever leave that creature’s line of sight. Good-aligned creatures have advantage on their saving throw.", :key :forced-repentance, :school "enchantment", :name "Forced Repentance", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :laeral-s-invisible-blade {:description "You create a magical longsword and is invisible and inaudible to all creatures other than yourself. Roll initiative for it and it has its own turns, and it attacks using your spell attack modifier. It will attack one creature you can see within range. On a hit, the sword inflicts 8d10 slashing damage. The spell ends if the target is ever outside the spell’s range or if it has total cover from you.", :key :laeral-s-invisible-blade, :school "evocation", :name "Laeral’s Invisible Blade", :duration "1 minute", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a bladed weapon, which is consumed in the casting of the spell, and a clear rock crystal", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :blood-burn {:description "You target one creature you can see within range. Unless that creature succeeds at a Constitution saving throw, its blood begins to boil over the course of a minute.\n\nRound 1. At the beginning of its first turn, the creature begins to feel warm and feverish. It takes 1 level of exhaustion.\n\nRound 2. The creature’s temperature begins to rise to dangerous levels. It takes 1d8 fire damage at the beginning of its turn.\n\nRound 3. The creature’s blood begins to boil. It takes 1d8 fire damage and 1d8 necrotic damage. Anyone who touches the creature’s skin must make a DC 10 Dexterity check or take 1 point of fire damage from the sheer heat the creature is emitting. Anything flammable the creature is holding or touching with bare or lightly-clothed skin will ignite.\n\nRound 4-9. The creature takes an additional 1d8 fire and 1d8 necrotic damage. At the end of each of its turns on rounds 5 and 8, it also takes an additional level of exhaustion.\n\nRound 10. The creature takes an additional 1d8 fire damage.\n\nThe creature may attempt a saving throw at the end of each of its rounds. If successful, it takes no damage or exhaustion that round. If it makes three successful saving throws, the spell ends.\n\nThese successes do not have to be consecutive. If the creature is reduced to 0 hit points due to this spell, it dies and is reduced to cooked chunks of flesh and still-boiling blood. If the creature doesn’t die, its hit point total is reduced by the amount of necrotic damage it took. This reduction lasts until it takes a long rest.\n\nThis spell can be countered by casting dispel magic. Spells that inflict cold damage can be used to counter the fire damage taken, although any damage inflicted that exceeds the fire damage taken will be taken by the victim as well.", :key :blood-burn, :school "necromancy", :name "Blood Burn", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a drop of blood and a pinch of sulfur", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :cone-of-fire {:description "A cone of white flame erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. A creature killed by this spell is burned to ashes. This spell sets nonmagical flammable items that aren not being worn or carried.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", :key :cone-of-fire, :school "evocation", :name "Cone of Fire", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a red garnet", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (60-foot cone)"}, :nightmare-lullaby {:description "You sing an eerie lullaby to a target and magically force it to make a Wisdom saving throw. On a failure, it enters a half-awake state where it becomes convinced it is having a nightmare. For the spell’s duration, it is at disadvantage on all saving throws to avoid being frightened. In addition, if it comes within 5 feet of another creature, it will think that creature came out of its nightmares. It must make another Wisdom saving throw. On a failure, it is frightened and must use the Dash action to move at least 30 feet away.", :key :nightmare-lullaby, :school "enchantment", :name "Nightmare Lullaby", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :ghoul-touch {:description "Your hands wither and grow long, jagged claws. When making unarmed attacks, you inflict 1d4 slashing damage and 1d4 necrotic damage, and your target’s hit point total is reduced by the amount of necrotic damage taken. In addition, your target must make a Constitution saving throw or be paralyzed for 1 minute. A creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success. The hit point reduction lasts until the target takes a short or long rest.", :key :ghoul-touch, :school "necromancy", :name "Ghoul Touch", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :sacremon-s-acid-wit {:description "You create a mouth made of magical force and direct it to hover near one of your foes. For the duration of the spell, the mouth then criticizes and insults the target in its native tongue. At the start of each of the target’s turns, it must make a Wisdom saving throw. On a failure, the target has disadvantage on all rolls until the end of its turn. The mouth is insubstantial and can’t be attacked.", :key :sacremon-s-acid-wit, :school "transmutation", :name "Sacremon’s Acid Wit", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 ft."}, :dolorous-motes {:description "With a sweeping gesture, you create a cloud 30 feet in diameter centered on a point in range, or three individual clouds 10 feet in diameter.\n\nThe cloud is filled with tiny motes of crackling lightning. Any creature that ends its turn inside the cloud must make a Wisdom saving throw or be stunned for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.", :key :dolorous-motes, :school "enchantment", :name "Dolorous Motes", :duration "10 minutes", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "400 feet"}, :venomdust {:description "ou coat an object that weighs 10 pounds or less, or part of a large object, with a highly toxic, magical dust. The venomdust adheres to the material and cannot be blown or washed off without magic. It stays potent for 1 month.\n\nA creature that touches an object with bare hands or thin gloves must make a Constitution saving throw. The creature takes 3d10 poison damage on a failed saving throw, and no damage on a successful one. In either case, the creature is poisoned for 1 hour.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you inflict an additional 1d10 damage for each slot level above 3rd.", :key :venomdust, :school "conjuration", :name "Venomdust", :duration "1 month", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :call {:description "You call a specific intelligent by name, and if that target is on the same plane as you, then it becomes aware of your call and may choose to accept or reject it. If the target accepts, it is instantly teleported to any safe location within 30 feet of you. If there are no safe spaces within 30 feet, the spell fails.", :key :call, :school "conjuration", :name "Call", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a miniature wax statue of the target", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Special"}, :bad-medicine {:description "You pick a point within range. All creatures within a 100-foot radius of that point are cursed, unless a Wisdom saving throw is made. Choose one attribute. A creature that fails its save will be permanently at disadvantage on all ability checks, attack rolls, and saving throws using that ability. This spell can also be countered by a remove curse, but each affected creature must be targeted separately. You may also dispel the effect, on all victims or one at a time, at will.", :key :bad-medicine, :school "enchantment", :name "Bad Medicine", :duration "Permanent", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a bundle of indigenous herbs, the claw of an eagle, and the venom of a poisonous snake", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "400 feet"}, :entangling-scarf {:description "You hold a scarf, sash, shawl, or belt in one hand and fling the other end of it at a creature you can see within range, as if you were cracking a whip. Make a ranged spell attack to hit. If you hit, the scarf magically extends to reach the target and wrap around it, restraining your target (escape DC is equal to your spell save DC).\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you can cause the scarf to constrict a restrained target. At the start of each of your turns, the scarf will inflict 1d10 damage for each slot level above 1st.", :key :entangling-scarf, :school "transmutation", :name "Entangling Scarf", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a silk scarf"}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :battletide {:description "You gain a +2 bonus to your armor class, one extra attack each round, and advantage on Dexterity saving throws. In addition, all enemy creatures that start their turn within 20 feet of you must make a Wisdom saving throw. If a creature fails, its speed is reduced to half and it takes a -1 penalty to its armor class until the beginning of its next turn.", :key :battletide, :school "transmutation", :name "Battletide", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a piece of human hair as long as your hand", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (20-foot radius)"}, :creeping-darkness {:description "You create an amorphous cloud of inky darkness that can fit inside a 20-foot sphere. When you cast this spell and as a bonus action each round, you can move the cloud 20 feet. The cloud can enter a hostile creature’s space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing. All creatures within the cloud may make a Wisdom saving throw or are blinded and deafened for as long as they remain in it.\n\nIf any of this spell’s area overlaps with an area of light created by a spell of 1st level or lower, the spell that created the light is dispelled. If the light was created by a spell of 2nd level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the light is dispelled for as long as the darkness is in its area.", :key :creeping-darkness, :school "illusion", :name "Creeping Darkness", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a whisker from a black cat and a tiny bottle of smoke", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :nightscar {:description "You place a magical mark on a creature which can only be seen by you and that creature. You can also name up to seven other individuals who can see the mark. Anyone using a see invisible or trueseeing spell can also see it.\n\nThe mark remains on the target and visible to those who can see it no matter what efforts are made by that creature to hide the mark, including attempting to mask it with clothing, illusions, or shapeshifting.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, the mark remains for 1 month. When you cast it with a 6th-level or higher spell slot, the mark remains for 1 year.", :key :nightscar, :school "illusion", :name "Nightscar", :duration "1 week", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock true, :wizard false}, :range "90 feet"}, :glitterdust {:description "You produce a billowing cloud of glittering, golden magical particles that cover all creatures in a 15-foot cone. Each creature in that area must make a Constitution saving throw or be blinded for the duration. A creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success.\n\n\n\nIn addition, all creatures are coated in glitter. Invisible creatures thus coated can be seen, have disadvantage on all Dexterity (Stealth) checks that rely on sight, and other creatures using Wisdom (Perception) to attempt to see such creatures have advantage on that roll.\n\nCreatures that are immune to being grappled and restrained won’t be coated by the glitter, although they might still be subject to being blinded.", :key :glitterdust, :school "conjuration", :name "Glitterdust", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of ground mica", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (15-foot cone)"}, :detonate {:description "You cause one nonmagical, inanimate object that is Medium or smaller (or a Medium-sized piece of a larger object) you can see within range to explode. Fragile items (as per the Dungeon Master’s Guide, chapter 8: Running the Game) are automatically affected. If you target a resilient object, make a d20 roll, adding your spellcasting ability modifier. On a roll of 10 or higher, it explodes.\n\nThe object itself takes 5d10 force damage. All creatures within 10 feet of it must make a Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 piercing damage and is knocked prone on a failed saving throw, or half as much damage and remains standing on a successful save. The fire ignites flammable objects in the area that aren’t being worn or carried.\n\nAt Higher Levels. When you cast this spell with a spell slot of 4th-level or higher, you inflict an additional 1d10 damage to the object and 1d6 fire and 1d6 piercing damage for each slot level above 3rd.", :key :detonate, :school "evocation", :name "Detonate", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a burning coal and an eagle’s feather", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :cloud-of-death {:description "You create a 20-foot-radius sphere of bruise-colored, life-draining corrosive fog centered on a point you choose within range. It lasts for the duration or until strong wind (20 miles per hour or more) disperses the fog, ending the spell. Its area is heavily obscured.\n\n\n\nWhen a creature enters the spell’s area for the first time or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d6 acid damage and 5d6 necrotic damage on a failed saving throw, or half as much damage on a successful one. In addition, the creature’s hit point total is reduced by the amount of necrotic damage taken. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.\n\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each of acid and necrotic damage for each slot level above 7th.", :key :cloud-of-death, :school "necromancy", :name "Cloud of Death", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :favor-of-the-ocean-winds {:description "This spell is granted by gods of the sea and of travel. You cast this on an amulet, which must be given to a willing creature. If that creature is ever cast overboard and lost at sea while wearing the amulet, it will be guaranteed to be washed ashore somewhere habitable with plenty of available fresh water and food (although not necessarily safe or close to civilization). If the wearer takes the amulet off, the spell ends.", :key :favor-of-the-ocean-winds, :school "abjuration", :name "Favor of the Ocean Winds", :duration "1 year", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of driftwood"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :befoul {:description "You cause up to 10 pounds of organic, non-living matter to rot, go stale, or stagnate, and may cause maggots to spontaneously arise. If you cast this spell on an object that weighs more than 10 pounds, each casting of this cantrip only causes part of it to go bad.", :key :befoul, :school "transmutation", :name "Befoul", :duration "Instantaneous", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :hard-water {:description "You touch the surface of a body of water and transform part of it into a damp, translucent, rock-hard substance. The area of the hardened water consists of up to ten 5-foot cubes, which you can arrange as you wish. Each cube must have at least once face adjacent to the face of another cube and must have one face at the surface of the water.\n\nIf a Medium-sized or smaller creature is in the area you are transforming, it may make a Dexterity saving throw to escape. If it fails, it is held in stasis and does not need to eat, drink, or breathe until the spell ends, at which point it is released unharmed.\n\nThe hardened water is capable of supporting up to 1,000 pounds in weight. If it takes weight in excess of that, it will break into chunks and on the following round, melt back into water.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may create five additional 5-foot cubes of hardened water per slot level above 3rd.", :key :hard-water, :school "transmutation", :name "Hard Water", :duration "1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a flask of water and a stone", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :estate-transference {:description "You mark out a large area of land by surrounding it with bricks made out of the solidified material from one of the elemental planes (placed no more than five feet apart and/or three feet underground), and in the center of that area, you place the elemental-controlling item (which must be of the same element as the bricks).\n\nThen, when you cast this spell, a sphere containing all the land, water, and air you marked is permanently transferred to that plane, leaving nothing behind but a semicircular hole in the ground.\n\nYou create a pocket of Prime Material matter within that elemental plane. The water and air are self-renewing, and the temperature and weather conditions of your pocket are identical to the way they were when you cast this spell. This spell will not produce food or other supplies for you, however. Your pocket is surrounded by a sphere of semi-permeable energy. A willing creature can enter the sphere but native elemental matter cannot.\n\nThe heart of this spell is in the elemental-controlling item. If this item is damaged or moved more than 5 feet from the center of the sphere, the spell immediately fails and the energies of the elemental plane flood into the protected area.", :key :estate-transference, :school "conjuration", :name "Estate Transference", :duration "Permanent.", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a magical item used to control elementals of the appropriate kind, which must be placed in the center of the area to be affected and remain there permanently, and a large number of bricks made of elemental matter.", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (up to a 30-mile-radius sphere)"}, :invisible-object {:description "One non-living object that weighs 25 pounds or less is rendered invisible. While this spell is in effect, you may turn the invisibility on and off, rendering the object visible and then invisible again. If you use the object to attack, the object becomes visible; however, you may use your action to make it invisible again 1 minute later.\n\nAt Higher Levels. When you cast this spell with higher-level spells slots, you can affect a 50-pound object (2nd-level slot), a 100-pound weight (3rd-level slot), or a 250-pound weight (4th-level slot). When you cast this spell with a 5th-level or higher spell slot, you may affect an additional 250 pounds per slot level above 4th.", :key :invisible-object, :school "illusion", :name "Invisible Object", :duration "Concentration, up to 1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "10 feet"}, :euphoric-cloud {:description "You create a 20-foot-radius sphere or pearlescent, sweet-smelling gas centered on a point within range. The sphere spreads around corners and its area is lightly obscured. The cloud lingers in the air for the duration.\n\nEach creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature is stunned, overcome with the sheer bliss. Creatures that don’t need to breathe or that are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperse the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.", :key :euphoric-cloud, :school "conjuration", :name "Euphoric Cloud", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "exotic mushrooms worth at least 5gp"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :mindburn {:description "You attack a creature’s mind and force it to make a saving throw using its spellcasting ability. If it fails, you temporarily burn out part of its mind and it loses its highest-level spell slot. If the creature is not a spellcaster, the spell doesn’t work.", :key :mindburn, :school "enchantment", :name "Mindburn", :duration "1 round", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "an empty crystal vial"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :frost-fingers {:description "As you hold your hands with thumbs touching and fingers spread, shards of ice shoot out from your outstretched fingertips. Each creature in a 15-foot cone 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.\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.", :key :frost-fingers, :school "evocation", :name "Frost Fingers", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (15-foot cone)"}, :symphonic-nightmare {:description "Your curse your target, filling their sleep with the sounds of horribly discordant music. Your target must a Wisdom saving throw. On a failure, your target gains no benefits from taking a long rest and does not regain lost hit points (although it may spend Hit Dice to do heal). At the end of each long rest after the first, the target must make a Constitution saving throw or take a level of exhaustion. A remove curse will end the effect.", :key :symphonic-nightmare, :school "enchantment", :name "Symphonic Nightmare", :duration "1 week", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :sheets-of-venom {:description "You create a square wall of toxic vapors around you; each face is 10 feet wide and 5 feet thick, and it lasts for only a moment. All creatures and objects caught within it must make a Constitution saving throw. A creature takes 8d8 poison damage on a failed saving throw, or half as much damage on a successful one. In addition, a creature who fails its saving throw is poisoned for 1 minute. A stunned creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success.", :key :sheets-of-venom, :school "evocation", :name "Sheets of Venom", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a green dragon scale", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot-radius square)"}, :feast-on-fear {:description "As an action each round, you may target a creature you can see within range and flood it with waves of terrifying evil. The creature must make a Wisdom saving throw. On a failure, it becomes frightened and you gain 15 temporary hit points. The temporary hit points last for up to 1 hour. You may not target the same creature more than once.\n\nA frightened creature must take the Dash action on each of its turns and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.\n\nAt Higher Levels. When you cast this spell with a 7th-level or higher spell slot, you gain an additional 5 temporary hit points per creature you frighten for each slot level above 6th.", :key :feast-on-fear, :school "necromancy", :name "Feast on Fear", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "30 feet"}, :weapon-return {:description "You touch a throwing weapon; you may use this weapon or give it to someone else to use. When it is thrown, it will instantly return to the thrower’s hand and can be used again the following round.", :key :weapon-return, :school "transmutation", :name "Weapon Return", :duration "10 minutes", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :diction {:description "You animate a pen or other writing instrument and it will begin to write any words that are spoken within ten feet of you. The words will appear in a language you can read. For languages you don’t know, it will write the words phonetically but won’t translate. No other details will be given, although emphasis will be noted. If there is more than one speaker, it will begin a new paragraph for each one. If you supply multiple colors of ink, you can also direct it to switch colors with different speakers.\n\nIf a spell with verbal components is cast in the area, it will be recorded as a string of meaningless symbols. Command words for magical items, however, will be recorded.\n\nThe spell’s range will increase when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (30 feet).", :key :diction, :school "transmutation", :name "Diction", :duration "Concentration, up to 1 hour", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a writing instrument, ink, and something to write on", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (10-foot-radius sphere)"}, :suspend-disease {:description "You touch a creature that is suffering from a disease, and that disease “pauses” for 24 hours.\n\nThis doesn’t cure the disease, but does keep the target from suffering the disease’s effects for the duration.", :key :suspend-disease, :school "abjuration", :name "Suspend Disease", :duration "24 hours", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a drop of bile"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :lorloveim-s-creeping-shadow {:description "Your shadow elongates and stretches away from your body, moving under your mental command; when you cast this spell and as a bonus action on each subsequent turn, you can move your shadow up to 20 feet, to a maximum distance to 150 feet away from you. You can use your action to shift your senses to your shadow; while doing so, you may speak through the shadow. While doing so, you are blinded and deafened as to your own surroundings.\n\nYour shadow cannot be used to manipulate objects or attack, although you can cast spells through it, as long as the spell doesn’t require material components. Your shadow can be attacked with magical weapons and spells, although it has resistance to all forms of physical attack. It has your AC and any damage it takes is taken from your hit points.\n\nYou can also spend you action to move your shadow’s senses into the Shadowfell, although you still cannot affect other objects through it.", :key :lorloveim-s-creeping-shadow, :school "illusion", :name "Lorloveim’s Creeping Shadow", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a source of light and a small statuette of yourself made out of obsidian", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :dance-of-the-unicorn {:description "A swirling, silver-white fog surrounds you and washes the air clean of smoke, dust, and poisons. Nonmagical toxins, smoke, pollen, and the like are instantly washed clear, and all creatures in the area have resistance to poison damage and advantage on saving throws against magical gas-based attacks, including spells such as cloudkill and the breath weapon of a green dragon, and are immune to the poisoned condition.", :key :dance-of-the-unicorn, :school "abjuration", :name "Dance of the Unicorn", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot radius sphere)"}, :dwarkanath-s-tutor {:description "One creature you touch “teaches” you knowledge, giving you the proficiency in one skill, tool set, or language that it has for the duration. You may then use it with your own proficiency bonus. If you already know how to use the skill or tool, this spell has no benefit for you. You may also choose to act as a conduit between the creature from which you take the skill and one willing creature, who will be the one to use the skill.\n\nIf the creature is unwilling to give you this knowledge, it may make a Wisdom saving throw to resist.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the duration increases to 8 hours. When you cast this spell with an 8th-level or higher spell slot, the duration increases to 24 hours.", :key :dwarkanath-s-tutor, :school "divination", :name "Dwarkanath’s Tutor", :duration "1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a golden apple worth 10 gp"}, :ritual true, :casting-time "10 minutes", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :water-survival {:description "You grant up to 12 willing creatures the ability to survive in water for long periods of time. While affected by this spell and underwater, a creature can breathe in water, has a swim speed equal to its walking speed feet if it doesn’t already have a swim speed, is immune to the negative effects of water pressure, and suffers no penalties to its attacks.", :key :water-survival, :school "abjuration", :name "Water Survival", :duration "1 week", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :doomhound {:description "You target a humanoid within range that you can see and magically force it to make a Wisdom saving throw. If it fails, a phantasm of a shadowy canine appears in its mind. The creature is smoke-colored, with eyes like glowing coals, gleaming teeth and claws, and it exudes a stench of sulfur and old blood.\n\nOnly the target is aware of the hound, and upon first seeing it, the target is frightened for 1 minute. While frightened, the creature drops whatever it is holding and must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.\n\nAs a phantasm, the hound can’t cause physical harm to the target or anything else; nor can it be harmed. However, the target will not be aware of that. In the target’s mind, the hound relentless stalks it, snarling, growling, and howling menacingly. It never comes closer to the target than 10 feet or stray farther than 300, but it never leaves and is can always be seen, heard, or smelled by the target; it even appears in all of the target’s dreams (which quickly turn to nightmares). The target is filled with unshakable premonitions of death (both its own death and the death of those around it).\n\nWhile haunted by the hound, the target has disadvantage on all saving throws to resist being frightened, confused (such as by confusion or crown of madness), cursed, or to avoid taking psychic damage.\n\nAt the end of each week, the target must make a Wisdom saving throw. On a failure, the target takes one level of exhaustion.\n\nA remove curse will end this effect.", :key :doomhound, :school "illusion", :name "Doomhound", :duration "Permanent", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "30 feet"}, :sentry-skull {:description "You turn a freshly severed humanoid head (from a creature that has been dead no more than 24 hours) into a sentry. You attach the head to a pole, tree branch, or other stable object--if the head is removed, the spell ends.\n\nThe head can swivel in place and has darkvision to 60 feet. In addition, if you are within 500 feet of the head, you may use your action to switch your senses to its, allowing you to see through its eyes and hear through its ears. While you are doing so, you are blind and deaf to your own surroundings.\n\nYou may also set conditions that will trigger the skull, causing it to send you a mental alert when the conditions are met, as long as you are within 500 feet. The triggering circumstance can be as general or as detailed as you like, although it must be based on vision or audible conditions that occur within 30 feet of the object. If you have multiple sentry skulls, you will know which one alerted you.\n\nThis spell does not animate the head in any manner other than as mentioned above.", :key :sentry-skull, :school "necromancy", :name "Sentry Skull", :duration "Permanent", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "an onyx worth at least 100 gp"}, :casting-time "1 hour", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :exorcism {:description "You attempt to force a ghost, demon, or other such entity to leave the host or object it is possessing. The creature that the entity is possessing must be either willing or restrained for you to cast this spell.\n\nAfter an hour of reciting liturgy, chanting, waving burning sage around, drawing magic sigils, and so on, the entity must make a saving throw, using the higher of its Charisma, Constitution, or Wisdom. If it succeeds, nothing happens and the spell ends.\n\nIf the entity fails its saving throw, it takes 2d10 psychic damage and its hit point total is reduced by that amount. It must then make a second saving throw, using the same attribute it used for the first save. If that roll fails, it also loses a number of points from that attribute equal to your spellcasting ability modifier (minimum of 1). Hit point and attribute reduction lasts until one week has passed since the last time you or anyone else attempted to exorcise it.\n\nIf the entity fails its first saving throw, you must make a Constitution saving throw (DC equal to 10 + the entity’s proficiency bonus + its Charisma attribute modifier). If you fail, you take 1d10 psychic damage and the entity’s host takes 1d6 force damage.\n\nOne casting of this spell will generally only weaken the spirit; it usually requires multiple castings to fully drive it away. If you reduce its hit point total to 1, or if two of Charisma, Constitution, or Wisdom attributes are reduced to 3 or lower, it will be too weak to remain inside its vessel and will immediately attempt to flee. It cannot attempt to repossess that host for 1 year.\n\nNote that this spell does not prevent the creature from using any of its own abilities while you are casting it, unless the creature is also within the boundaries of a magic circle.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you inflict an additional 1d10 psychic damage for each slot level above 1st. The amount of damage you or the host takes doesn’t change.", :key :exorcism, :school "abjuration", :name "Exorcism", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a silver bell, a book of prayers, and a blessed candle that must remain lit throughout the ritual"}, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "10 feet"}, :venomous-blade {:description "You magically cover one piercing or slashing weapon with a deadly contact poison. This poison remains effective for three successful strikes on a blade.\n\nEach blow inflicts an additional 2d6 poison damage, and the target must make a Constitution saving throw or be poisoned for 1 minute. A poisoned creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you may use the blade for one additional strike for each slot level above 2nd.", :key :venomous-blade, :school "transmutation", :name "Venomous Blade", :duration "Special", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a drop of poison"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :reveal-owner {:description "You get a psychic impression of the current owner or owners of the target object. You do not get any information about the owner, but you do get enough of an impression that you will then recognize that person if you see him or her.\n\nIf the object has no current owner, you gain an impression of the most recent one. If it has not had an owner in at least 10 years, you get no impression at all.", :key :reveal-owner, :school "divination", :name "Reveal Owner", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a handful of dust"}, :ritual true, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :sacred-guardian {:description "You touch a willing creature and for the duration, you will get a mental warning if that creature is ever in danger of being harmed. The warning, which works no matter the distance as long as the creature is on the same plane as you, includes a very brief mental image of the situation but no other information. You may only have this spell active with one creature at a time.", :key :sacred-guardian, :school "abjuration", :name "Sacred Guardian", :duration "8 hours", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a rose petal"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :leaf-into-dagger {:description "You transform any tree leaf into a magical dagger. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using that weapon. You cannot be harmed by this blade and should you drop it, it instantly becomes a leaf again.", :key :leaf-into-dagger, :school "transmutation", :name "Leaf into Dagger", :duration "Concentration, up to 1 minute", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a normal leaf"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :throbbing-bones {:description "You choose one target you can see within range. That creature’s bones begin to throb and pulsate. Plants, oozes, most constructs and elementals, incorporeal creatures, and other creatures that do not have bones (or that only have cartilage or an exoskeleton) are immune to this spell.\n\n\n\nThe pain the creature suffers due to this spell causes it to be at disadvantage for all attack rolls and ability checks, and its speed is reduced by 10 feet. In addition, the target must make a Constitution saving throw each round. The creature takes 2d10 bludgeoning damage on a failed saving throw, or half as much on a successful one.", :key :throbbing-bones, :school "necromancy", :name "Throbbing Bones", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :material-component "a small bone that you snap in half"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "30 feet"}, :orb-of-sound {:description "A ball of wavering energy, no larger than 3 inches across, appears in your palm and fires itself at a target you choose within range. Make a ranged spell attack to hit. On a success, you inflict 4d6 thunder damage and the target must make a Constitution saving throw or become deafened until the end of its next turn.\n\nAt Higher Levels. When you cast this spell with a 3rd level or higher spell slot, you inflict an additional 1d6 damage for each slot level above 2nd.", :key :orb-of-sound, :school "conjuration", :name "Orb of Sound", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :seven-eyes {:description "You conjure seven magical orbs that float about your head in a ring five feet in diameter. For the duration, you have advantage on all Wisdom (Perception) ability checks that rely on sight, you gain 360°-vision, and you gain truesight with a range of 60 feet.\n\nEach eye has two additional abilities. First, each eye has an associated spell, which you may cast as if using a 5th-level spell slot. Secondly, each eye can protect you from a particular spell or type of melee or missile attack, without you needing to use an action. Each eye can only be used once, either to cast a spell (as if you had cast it with a 3rd-level spell slot) or protect you from an attack, after which it vanishes. The seven eyes are as follows:\n\nEye of the Mind. If you are attacked by a spell that would charm or paralyze you, you can choose to have the eye absorb that spell. You can also use the eye to cast charm person.\n\nEye of the Sword. If you are attacked by a physical melee or ranged weapon, you can choose to have the eye take the blow itself. You can also have the eye cast magic missile.\n\nEye of the Mage. If you are attacked by a spell that inflicts acid, cold, fire, force, or lightning damage, you can choose to have the eye absorb that spell. You can also use the eye to cast lightning bolt.\n\nEye of Venom. If you are attacked by a spell or melee weapon attack that inflicts poison damage or the poisoned condition, you can choose to have the eye absorb the poison. You can also use the eye to cast poison spray, using your level to determine the damage.\n\nEye of the Soul. If you are attacked by anything that inflicts necrotic damage or causes hit point reduction, you can choose to have the eye absorb the damage. You can also use the eye to cast inflict wounds.\n\nEye of Artifice. If you are attacked by an affect from a rod, staff, wand, or ring, you can choose to have the eye absorb the damage. You can also use the eye to cast dispel magic.\n\nEye of Stone. If you are attacked by an effect that can petrify you, you can choose to have the eye absorb the effect. You can also use the eye to cast hold person.", :key :seven-eyes, :school "abjuration", :name "Seven-Eyes", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :material-component "seven gemstones worth at least 50 gp, on which bless has been cast; these gems are not consumed by the casting", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :wall-of-limbs {:description "You create a wall of whirling, flailing, grasping, magical humanoid arms. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 30 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 10 feet high and 5 feet thick. All targets behind the wall are heavily obscured.\n\nA creature attempting to move through the wall takes 6d6 bludgeoning damage and must make a Dexterity saving throw or be grappled (escaped DC is equal to your spell save DC). Until this grapple ends, the target is restrained, and at the start of each of its turns, it takes 3d6 bludgeoning damage.", :key :wall-of-limbs, :school "conjuration", :name "Wall of Limbs", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :grasping-hands-of-horror {:description "You cause four arms to reach out of the ground and grab at a Large-sized or smaller creature you choose. The target must make a Dexterity saving throw or be grappled. A grappled creature is restrained (escape DC equal to your spell save DC), pulled three feet under the ground, and is at risk of suffocating (Player’s Handbook, chapter 8: Adventuring). Although the arms look rotted and zombie-like, they are constructs and not actually undead.\n\nAt Higher Levels: When you cast this spell with a 4th-level or higher spell slot, you create an additional two arms. For every four arms you create, you may target one additional creature. If you choose, you may have eight arms grapple a target, who will be at disadvantage on both the Dexterity saving throw and the escape roll.", :key :grasping-hands-of-horror, :school "necromancy", :name "Grasping Hands of Horror", :duration "1 round", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :deadly-feast {:description "You poison all food and drink within range. Anyone who consumes it must make a saving throw or take 7d6 poison damage and be poisoned for 1 hour. A creature takes half as much damage on a successful saving throw. This poison cannot be detected through use of the detect poison and disease spell although it can be seen with detect magic. After one hour, all traces of the poison vanish and surviving targets lose all but one level of exhaustion and are no longer poisoned, although they do not regain lost hit points.", :key :deadly-feast, :school "necromancy", :name "Deadly Feast", :duration "1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :material true, :material-component "a drop or pinch of poison"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self (20-foot-radius sphere)"}, :bear-hug {:description "You gain the ability to bear hug a creature up to one size category larger or smaller than you. If you successfully make an unarmed attack, you can grapple that creature (escape DC is equal to your spell save DC). As long as the grapple remains in effect, that target is restrained. At the start of each of your turns, you may constrict, doing bludgeoning damage equal to 2d10 + your Spellcasting ability modifier. While grappling someone, you cannot use your hands or arms for any other purpose.", :key :bear-hug, :school "transmutation", :name "Bear Hug", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a bit of bear fur", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :alpha-s-hunting-hound {:description "You summon a fey spirit that takes the form of a white and red mastiff. It is identical to the mastiff from the Monster Manual, save that it’s Perception skill bonus is +5. It is friendly to you and your companions.\n\nRoll initiative for it, as it has its own turns. It will obey any commands that you issue. If you don’t issue commands to it, it will defend itself from hostile creatures, but otherwise takes no actions. The mastiff disappears when it drops to 0 hit points or when the spell ends.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you conjure one additional hound for each slot level above 1st.", :key :alpha-s-hunting-hound, :school "conjuration", :name "Alpha’s Hunting Hound", :duration "Concentration, up to 1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a piece of meat", :verbal true, :somatic true, :material true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :darklight-s-planar-weapon {:description "You create magical sword of a type you choose, composed of energy drawn from one of the Planes. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using the sword. The exact effects of the weapon depends on from which plane the energy came. It inflicts 9d6 damage on a hit; the exact type of damage inflicted by the sword depends on its type. In addition, each blade has additional affects, depending on the Plane from which it was drawn.\n\nYou may attempt to choose what sort of blade you produce by making a DC 15 ability check using your spellcasting ability. On a success, you get the blade you wish. Otherwise, the blade you receive is completely random.\n\n d100 \tSword Type\n01-03\tAbyssal Blade. The blade is made of embers and charred bone and drips with acidic poisons. It inflicts 3d8 acid damage, 3d8 fire damage, and 3d8 poison damage, and the target must make a Constitution saving throw or be poisoned until the end of its next turn. If used to attack a celestial, this blade ignores that celestials’ damage resistances and immunities.\n04-06\tAcheronean Blade. This blade is made of chilled, black iron and glows a malevolent red. It inflicts 5d8 cold damage and 4d8 poison damage, and the target must make a Constitution saving throw or be paralyzed until the beginning of its next turn. If used to attack a celestial, this blade ignores that celestials’ damage resistances and immunities.\n07-09\tAiry Blade. This sword is transparent, with swirling, cloudlike streaks of white. It inflicts 5d8 slashing damage and 4d8 thunder damage. In addition, the blade surrounds you by a cloud of fog 5 feet in radius. You are lightly obscured but your vision is not hindered. If used to attack an earth-based elemental, this blade ignores that elemental’s damage resistances and immunities.\n d100 \tSword Type\n10-12\tArborean Blade. This sword is made of shining bronze and gleaming steel. It inflicts 5d8 slashing damage and 4d8 lightning damage. In addition, you can use your action to command the blade to cast the spell create food and water without using a spell slot. If used to attack a devil, this blade ignores that devil’s damage resistances and immunities.\n13-15\tArcadian Blade. This sword is made of pale, petrified wood. It inflicts 5d8 slashing damage and 4d8 radiant damage. In addition, once while this spell is active, you can use your action to touch a creature with the blade and cure them of one of the following conditions: blinded, deafened, paralyzed, or poisoned. If used to attack a demon, this blade ignores that demon’s damage resistances and immunities.\n16-17\tAshen Blade. This sword is iron-gray. It inflicts 4d8 cold damage and 5d8 necrotic damage. In addition, the blade surrounds you by a cloud of swirling ashes 5 feet in radius. You are lightly obscured but your vision is not hindered. If used to attack an fire- or ice-based elemental, this blade ignores that elemental’s damage resistances and immunities.\n18-19\tAstral Blade. This sword is made of strangely transparent silver. It inflicts 6d8 force damage and 3d8 psychic damage, and the target must make a Charisma saving throw or its hit point maximum is reduced by the amount of psychic damage taken. This reduction lasts until the creature takes a short or long rest. If you are wielding this sword on the Astral Plane, then if you roll a natural 20, you sever your foe’s silver cord (if it has one).\n20-22\tAxiomatic Blade. This blade is made of crystal with perfectly symmetrical, intricately-etched lines made of copper. It inflicts 9d8 slashing damage. If you roll a 20 when attacking a creature of any type that isn’t unaligned or at least partly lawful in alignment, you roll an additional four damage dice.\n23-25\tBestial Blade. This weapon is made of heavy, thorny wood. It inflicts 3d8 piercing damage and 6d8 slashing damage. As long as you hold this weapon no beast will attack you or any ally who is within 15 feet of you unless you attack it first. In addition, once while this spell is active, you can use your action to touch a beast or plant with the blade and restore 2d8 hit points to it. If used to attack n aberration, this blade ignores that aberration’s damage resistances and immunities.\n26-28\tBytopian Blade. This sword is made of white stone veined with silver ore. It inflicts 3d8 force damage, 3d8 radiant damage, and 3d8 slashing damage. In addition, once while this spell is active, you can use your action to touch a creature and restore 3d8 hit points to it. If used to attack a yugoloth, this blade ignores that yugoloth’s damage resistances and immunities.\n d100 \tSword Type\n29-31\tCarcerian Blade. This sword is made of dully-glowing red stone that constantly drips with stagnant black liquid. It inflicts 4d8 psychic damage and 5d8 slashing damage, and the target must make an Intelligence saving throw or be incapacitated until the beginning of its next turn. If used to attack a celestial, this blade ignores that celestial’s damage resistances and immunities.\n32-34\tCelestian Blade. This sword is made of gleaming white gold and sheds dim light to a distance of 5 feet. It inflicts 9d8 radiant damage, and the target must make a Wisdom saving throw or be frightened of you until the end of its next turn. If used to attack a demon, this blade ignores that demon’s damage resistances and immunities.\n35-37\tConcordant Blade. This sword is made of intertwined crystal, steel, and polished obsidian. It inflicts 9d8 force damage, and the target must make a Wisdom saving throw or be stunned until the beginning of its next turn. If you roll a 20 when attacking a creature that isn’t unaligned or at least partly neutral in alignment, you roll an additional four damage dice.\n38-39\tDust Blade. This sword is made of a gritty, gray-brown substance. It inflicts 4d8 cold damage and 5d8 necrotic damage. If it successfully hits a creature wearing nonmagical armor that isn’t made of metal, that armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.\n40-42\tEarthen Blade. This sword is made of gray stone. It inflicts 9d8 bludgeoning damage, and the target must make a Strength saving throw or be paralyzed until the beginning of its next turn, having been briefly turned into a stone-like material.\n43-44\tEldritch Blade. This sword is made of dark, corroded metal and is covered with glowing runes that seem to squirm if stared at too long. It inflicts 9d8 psychic damage, and the target must make a Wisdom saving throw or be unable to take actions or reactions until the end of its next turn because of confusion. If a creature is brought to 0 hit points because of this sword but it stabilized, or dies and is raised from the dead, it is inflicted by indefinite madness.\n45-47\tElysium Blade. This sword is made of rosy silver and sheds dim light to a distance of 5 feet. It inflicts 3d8 fire damage, 3d8 psychic damage, and 3d8 slashing damage. In addition, If used to attack an undead, a humanoid with the shapechanger tag, or a yugoloth, this blade ignores that creature’s damage resistances and immunities.\n48-49\tEthereal Blade. This sword is made of pale, transparent smoke. It inflicts 6d8 force damage and 3d8 psychic damage, and the target must make a Charisma saving throw or its hit point maximum is reduced by the amount of psychic damage taken. This reduction lasts until the creature takes a short or long rest. If used to attack an undead or a creature with the Ethereal Jaunt or Ethereal Stride trait, this blade ignores that creature’s damage resistances and immunities.\n d100 \tSword Type\n50-51\tFaerie Blade. This sword is made of faintly-glowing, silvery wood. It inflicts 3d8 poison damage and 6d8 psychic damage, and if the target isn’t fey or have the Fey Ancestry trait, it must make a Constitution saving throw or fall unconscious and prone until the beginning of its next turn.\n52-54\tFiery Blade. This sword is made of flames. It inflicts 9d8 fire damage, and the target must make a Dexterity saving throw. On a failure, it catches on fire and takes an additional 2d8 fire damage at the beginning of each of your next two turns. If used to attack an ice-based elemental, this blade ignores that elemental’s damage resistances and immunities.\n55-57\tGehennan Blade. This sword is made of brimstone and black ice. It inflicts 3d8 cold damage, 3d8 poison damage, and 3d8 slashing damage, and the target must make a Charisma saving throw or its hit point maximum is reduced by the amount of poison damage taken. This reduction lasts until the creature takes a short or long rest. If used to attack a celestial, this blade ignores that celestial’s damage resistance and immunities.\n58-60\tHadean Blade. This sword is made of blood-streaked bone. It inflicts 6d8 necrotic damage and 3d8 slashing damage. If a humanoid is brought to 0 hit points because of this sword, it rises 1d4 minutes later as a ghoul, spectre, ghast, or wight (25 percent chance of each). If used to attack a celestial, this blade ignores that celestial’s damage resistance and immunities.\n61-63\tHellish Blade. This sword is made of shards of brimstone and magma. It inflicts 5d8 fire damage and 4d8 piercing damage, and the target must make a Dexterity saving throw. On a failure, it catches on fire and takes an additional 2d8 fire damage at the beginning of each of your next two turns.\n64-65\tIcy Blade. The sword is made of shining blue ice. It inflicts 9d8 cold damage, and the target must make a Constitution saving throw or be paralyzed until the beginning of its next turn, having been briefly turned into ice. If used to attack a fire-based elemental, this blade ignores that elemental’s damage resistances and immunities.\n66-67\tMagma Blade. This sword is black with glowing orange-red streaks. It inflicts 6d8 fire damage and 3d8 bludgeoning damage. If it successfully hits a creature wearing nonmagical armor, that armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. If used to attack an ice-based elemental, this blade ignores that elemental’s damage resistances and immunities.\n68-69\tMineral Blade. This sword is made of jagged, multihued crystals. It inflicts 9d8 slashing damage, and your target must make a Strength saving throw or be paralyzed until the beginning of its next turn, having briefly been turned to crystal. If you roll a natural twenty, you roll an additional two damage dice.\n d100 \tSword Type\n70-71\tNegative Blade. This sword is made of pure darkness. It inflicts 9d8 necrotic damage, and the target must make a Charisma saving throw or its hit point maximum is reduced by half the amount of necrotic damage taken. This reduction lasts until the creature takes a long rest. If the target dies due to this damage, it rises as an undead of equal or lesser CR in 1d4 hours. If used to attack an undead creature, that creature takes no damage and instead regains hit points equal to the amount of damage inflicted, with any extra hit points gained becoming temporary hit points.\n72-73\tOozing Blade. The sword is made of constantly-swirling, multi-colored goo. It inflicts 6d8 acid damage and 3d8 poison damage, and your target must make a Constitution saving throw or be poisoned until the end of its next turn. If used to attack a fire- or water-based elemental, this blade ignores that elemental’s damage resistances and immunities. If used to attack an ooze, that creature takes no damage and instead regains hit points equal to the amount of damage inflicted, with any extra hit points gained becoming temporary hit points.\n74-76\tPandemoniacal Blade. This sword is made of sword is made of smooth, dark limestone and produces a howling whistle when swung. It inflicts 5d8 psychic damage and 4d8 thunder damage, and your target must make a Constitution saving throw or be blinded and deafened until the beginning of its next turn. If used to attack a celestial, this blade ignores that celestial’s damage resistances and immunities.\n77-78\tPositive Blade. This sword is made of pure light. If this sword hits a living creature (aberrations, beasts, fey, giants, humanoids, monstrosities, and plants), that creature takes no damage and instead regains hit 9d8 hit points, with any extra hit points gained become temporary hit points. If a creature gains temporary hit points equal to twice its normal hit point maximum or more, it explodes and is instantly reduced to 0 hit points. All creatures within 10 feet of it must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed saving throw, or half as much on a successful one. If this sword is used to attack any other type of creature (celestial, construct, elemental, fiend, or undead), this blade inflicts 9d8 radiant damage and ignores that creature’s damage resistances and immunities.\n79\tPrime Blade. This sword is made of shining steel that swirls with blues, greens, browns, and whites. It inflicts 9d8 slashing damage. If used to attack any creature that is “unnatural”--an aberration, celestial, construct, elemental, fey, fiend, or undead--this blade ignores that creature’s damage resistances and immunities.\n80-81\tRadiant Blade. This sword is made of brilliant light, and it sheds bright light to a 10 foot radius and dim light for a further 10 feet. It inflicts 9d8 radiant damage, and your target must make a Constitution saving throw or be blinded until the end of its next turn. If used to attack a creature with the Light Sensitivity, Sunlight Sensitivity, or Sunlight Hypersensitivity traits, this blade ignores that creatures damage resistances and immunities and if the creature fails its saving throw, it is blinded for 1 minute. In addition, a creature with Sunlight Hypersensitivity takes additional damage as if it had started its turn in sunlight.\n82-83\tSalt Blade. This sword is made of small white crystals. It inflicts 3d8 poison damage, 3d8 necrotic damage, and 3d8 slashing damage, and the target must make a Charisma saving throw or its hit point maximum is reduced by the amount of necrotic damage taken. This reduction lasts until the creature takes a short or long rest. If used to attack an ooze- or water-based elemental, this blade ignores that elementals damage resistances and immunities. In addition, if you hold this blade to a non-living, inanimate, organic object for one full round, you will remove all moisture from that object.\n84-85\tShadow Blade. This sword is made of dark, shifting shadows. It inflicts 6d8 force damage and 3d8 psychic damage. If you are in bright or dim light, you may use this sword to attack an opponent’s shadow, if it has one. The shadow is treated as if has AC 10 + the creature’s Dexterity modifier, but it has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. If the creature that is wearing magical protection, the shadow also has that protection but otherwise gains no benefits from armor.\n86-87\tSmoke Blade. This sword is dark gray and shot through with tiny red sparks. It inflicts 4d8 fire damage and 5d8 poison damage. In addition, the blade surrounds you by a cloud of smoke and swirling embers 5 feet in radius. You are lightly obscured but your vision is not hindered. If used to attack an air- or steam-based elemental, this blade ignores that elemental’s damage resistances and immunities.\n88-89\tSteam Blade. This sword is a pale silvery gray and alternatively hot and cold to the touch. It inflicts either 6d8 cold damage or 6d8 fire damage (50 percent chance of either) and 3d8 slashing damage. In addition, the blade surrounds you by a cloud of mists 5 feet in radius. You are lightly obscured but your vision is not hindered. If used to attack a fire- or water-based elemental, this blade ignores that elemental’s damage resistances and immunities.\n90-91\tVacuum Blade. This sword is night-sky black and flecked with stars and nebulae. It inflicts 6d8 force damage and 3d8 cold damage, and your target must make a Constitution saving throw or spend its next action gasping for breath to replace the air that has just been sucked from its lungs. A creature that doesn’t need to breathe isn’t affected.\n93-94\tWatery Blade. This sword is a translucent blue-green and inflicts 3d8 cold damage and 9d8 slashing damage, and your target must make a Constitution saving throw or spend its next action choking and vomiting up the water that has been forced down its throat. A creature that doesn’t need to breathe isn’t affected. If used to attack a fire- or magma-based elemental, this blade ignores that elemental’s damage resistances and immunities.\n d100 \tSword Type\n95-97\tXaotic Blade. This sword changes color and shape with each movement. It inflicts 9d8 psychic damage. If you roll a 20 when attacking a creature of any type that isn’t unaligned or at least partly chaotic in alignment, you roll an additional four damage dice.\n98-100\tYsgardian Blade. This sword is made of glowing blue steel and crackles with lightning and fire. It inflicts 3d8 cold damage, 3d8 fire damage, and 3d8 lightning damage. If used to attack a devil, this blade ignores that devil’s damage resistances and immunities.\nAt Higher Levels. When you cast this spell with a 8th-level spell slot, the die type for all damage increases to d10. When you cast it with an 9th-level spell slot, the die type increases to d12.", :key :darklight-s-planar-weapon, :school "conjuration", :name "Darklight’s Planar Weapon", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :blood-of-fire {:description "If you are not at full hit points, you may take your own freshly shed blood and shape it into three missiles, which you may fire at up to three different targets. As the missiles fly through the air, they begin to boil. Make a ranged spell attack to hit for each bolt. If you hit, the target takes 7d6 fire damage. In addition, if you successfully hit your target, all creatures within 5 feet of it must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed saving throw or half as much on a successful one.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, you inflict an additional 1d6 damage to your initial targets for each slot level above 5th.", :key :blood-of-fire, :school "necromancy", :name "Blood of Fire", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "3 drops of your own blood"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "160 feet"}, :insidious-rhythm {:description "You hum an unfortunately catchy song and one target of your choice within range must make an Wisdom saving throw. On a failure, the song sticks in your target’s mind. For the duration, all Intelligence saving throws, Intelligence-based skill checks, and concentration saving throws that the target makes are at disadvantage.", :key :insidious-rhythm, :school "enchantment", :name "Insidious Rhythm", :duration "Concentration, up to 1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "160 feet"}, :sand-shroud {:description "Sand, loose soil, gravel, mud, or snow opens up under an non-living, inanimate small enough to fit into a 15-foot cube and swallows it up instantly, burying it to a depth of 60 feet. The ground above it looks completely undisturbed.\n\nYou may also cast this spell on an construct, elemental, or undead or Large size or smaller. The creature may make a Dexterity saving throw to avoid being buried. If it fails its roll, it is buried, but can dig its way out eventually.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the size of the cube increases by 15 feet per slot level above 5th.", :key :sand-shroud, :school "transmutation", :name "Sand Shroud", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a lump of dried mud or clay, which is crumbled during the casting", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :curse-of-disgust {:description "You curse a creature to become disgusted by the sight of a specific type of creature, object, or event you designate, unless the creature successfully resists with a Wisdom saving throw. Whenever the target is within 30 feet of the trigger and is aware of it, the target is sickened, taking the poisoned condition and feeling a strong (but not overwhelming or magical) urge to leave. The target will remain poisoned as long as it is within 30 feet of the trigger.\n\n\n\nA remove curse will end this effect, and a lesser restoration will temporarily remove the poisoned condition, but will not prevent the curse from taking effect the next time the target comes close to the trigger.", :key :curse-of-disgust, :school "enchantment", :name "Curse of Disgust", :duration "Permanent", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :arcane-tunnel {:description "You open up a wormhole between your current location and an area that is well known to you and that is no more than 10,000 miles away. If anyone else comes within 5 feet of either opening, that creature may make a Dexterity saving throw or get sucked through and instantly expelled at the other end. You may enter the tunnel (or not) as you wish.\n\nThe arcane tunnel can stay open for as long as 10 minutes, but you can dismiss it as a bonus action.\n\n\n\nYou can create a permanent arcane tunnel if you cast this spell in both locations every day for one year. If you do so, you may specify a triggering circumstance or password that will cause the tunnel to open. This trigger may be as general or detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object.", :key :arcane-tunnel, :school "conjuration", :name "Arcane Tunnel", :duration "Concentration, up to 10 minute.", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a 1-inch length of copper tubing engraved with silver runes", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Up to 1,000 miles"}, :cursed-earth {:description "You curse the land in a terrible and permanent way. Choose one of the following effects:\n\nFamine. All normal plants have their harvest reduced to one quarter\n\nLiving Death. All living creatures that are Smaller or larger that die in the area rise as zombies in 24 hours, as do any corpses that were buried in the area less than a year ago. Burning or decapitating a corpse prevents it from rising as a zombie.\n\nPlague. Once every 10 days, at sundown, all creatures of one type (choose from beasts, dragons, giants, humanoids, or monstrosities when you cast this spell) must make a Constitution saving throw or catch a disease: choose one of the diseases listed under the contagion spell.\n\nA remove curse will end this effect, but it must be cast in the spot in which you cast this spell.", :key :cursed-earth, :school "necromancy", :name "Cursed Earth", :duration "Permanent", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "10,000 gp worth of powdered onyx", :verbal true, :somatic true, :material true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (1-mile radius circle)"}, :scramble-portal {:description "\nYou must cast this spell on an interplanar portal, such as one created by a gate spell, a color pool on the Astral Plane, a doorway on the Infinite Staircase or in Sigil, and so on. Anyone who passes through the portal from either side is sent to a random plane instead of the portal’s normal destination. The DM will choose the plane or will roll on the following table. All creatures who enter the portal while this spell is in effect will end up in the same place.\n\n d100 \tPlane\n01-04\tthe Abyss\n05-08\tAcheron\n09-10\tan Alternate Prime World\n11-14\tArborea\n15-18\tArcadia\n19-23\tthe Astral Plane\n24-27\tBytopia\n28-31\tCarceri\n32-34\tthe City of Sigil\n35-36\ta random demiplane (a naturally-formed demiplane or one created by a spell such as demiplane)\n37-38\tElemental Chaos\n39-42\tElysium\n43-46\tthe Ethereal Plane\n47-48\tthe Far Realms\n48-51\tthe Feywild\n52-55\tGehenna\n56-59\tHades\n60-62\tLimbo\n64-67\tMechanus\n68-71\tMount Celestia\n72-75\tthe Nine Hells\n76-78\tthe Outlands\n79-82\tPandemonium\n83-85\tthe Plane of Air\n86-88\tthe Plane of Earth\n89-91\tthe Plane of Fire\n92-94\tthe Plane of Water\n95-96\tthe Shadowfell\n97-100\tYsgard", :key :scramble-portal, :school "transmutation", :name "Scramble Portal", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a cracked mirror"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :prismatic-beam {:description "Five rays of multicolored light flash from your hand and strike a single target within range. Make a ranged spell attack to hit. If successful, the target takes 3d10 each of fire, acid, lightning, poison, and cold damage, for a total of 15d10 damage.", :key :prismatic-beam, :school "evocation", :name "Prismatic Beam", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (60-foot line)"}, :breathable-air {:description "You create a bubble of clean, breathable air in a 30-foot-radius sphere centered on the gemstone that is the material component. The air will continuously renew itself for the duration of the spell. In an open environment, such as out-of-doors or underwater, the air will quickly disperse. You can create a permanent bubble of air by casting this spell in the same location every day for one year.\n\n\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, the bubbles size increases by 10 feet for each spell slot above 3rd. In addition, when you cast this spell with a 5th-level spell slot, the duration increases to 8 hours, and when you cast it with a 7th-level spell slot, the duration increases to 24 hours.\n\nFinally, when you cast this spell with a 6th-level or higher spell slot, the bubble’s outer surface becomes semi-permeable; a creature can move through it but air will not escape if this spell is cast underwater or in a vacuum.", :key :breathable-air, :school "transmutation", :name "Breathable Air", :duration "1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a gemstone worth at least 50 gp"}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :ironwood {:description "Up to 500 pounds of cut wood that you touch gains the tensile strength and durability of steel. An object affected by this spell has its armor class become 19 and its hit points triple.", :key :ironwood, :school "transmutation", :name "Ironwood", :duration "Permanent", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a pinch of metal filings and tree sap"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :awaken-sin {:description "When cast on an evil creature with an Intelligence of 5 or higher, this spell causes feelings of intense guilt and shame to well up in that creature’s mind. It must make a Wisdom saving throw or take 5d10 psychic damage. If this brings the target to 0 hit points, it is instead reduced to 1 hit point and falls unconscious instead of dying.", :key :awaken-sin, :school "enchantment", :name "Awaken Sin", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :scalding-spout {:description "You hold of your hand and a gout of boiling water shoots forth at a target you choose within range. Make a ranged spell attack to hit. On a hit, you inflict 2d10 bludgeoning damage and 3d10 fire damage to the target.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell does an additional 1d10 fire damage for each slot level above 2nd.", :key :scalding-spout, :school "conjuration", :name "Scalding Spout", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "an ounce of fresh water"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "100 feet"}, :thornwrack {:description "You touch a creature and cause long, painful thorns to grow out of its flesh, piercing the skin from the inside.\n\nThis inflicts 2d8 piercing damage at the beginning of each of its turns. After each minute, the creature must make a Constitution saving throw or fall unconscious from the pain. If the creature is wearing nonmagical light or medium armor, that armor’s AC is permanently reduced by -1. If the armor is reduced to AC 10, it is destroyed.", :key :thornwrack, :school "conjuration", :name "Thornwrack", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :shadows {:description "This spell has three different potential functions; you must choose which one you will use when casting the spell.\n\nDistracting Shadows. You cause several of shadowy forms to dart about up to 30 feet away from you. These forms are completely illusory and harmless, but all enemy creatures within range must make Intelligence saving throws or be distracted. A distracted creature has disadvantage on its next roll.\n\nShadow Scare. You create the illusion of a number menacing undead shadows equal to your spellcasting ability modifier (minimum of 1), which appear up to 30 feet away from you. All enemy creatures within 10 feet of the shadows must make a Wisdom saving throw or become frightened. A frightened creature drops whatever it is holding. The shadows are harmless. Should a frightened creature realize that, it may make another saving throw, at advantage, ending the effect on a success.\n\nShadow Stealth. While in dim light or darkness, You gain advantage on Dexterity (Stealth) rolls and you can take the Hide action as a bonus action.", :key :shadows, :school "illusion", :name "Shadows", :duration "Concentration, up to 1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :dardan-s-desiccation {:description "A 60-foot long cone of light tan energy erupts from your hands. All creatures in that area must make a Constitution saving throw. A creature takes 10d6 necrotic damage on a failed saving throw, or half as much damage on a successful one. Oozes and water-based elementals have disadvantage on their saving throw. A creature who dies from this spell leaves behind only a mummified husk.", :key :dardan-s-desiccation, :school "necromancy", :name "Dardan’s Desiccation", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pinch of ground silica and a mummified insect", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (60-foot cone)"}, :glass-storm {:description "You create extremely powerful winds that surround you, leaving you in the storm’s “eye.” The winds are full of dangerous glass and crystal shards. Its area is heavily obscured.\n\nAll creatures within the storm must make a Dexterity saving throw each time that they end their turn in the storm. A creature takes 8d6 piercing damage and is blinded for 1 minute on a failed saving throw, or half as much damage and is not blinded on successful save. The blindness lasts until lesser restoration or a similar spell is cast on the creature.\n\nRanged combat is impossible within the storm. Non-magical armor has its AC reduced by 1 each round it is the storm. Armor that has its AC it offers reduced to 10 is destroyed.", :key :glass-storm, :school "conjuration", :name "Glass Storm", :duration "Concentration, up to one minute", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a shard of glass"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot radius)"}, :disfiguring-touch {:description "You touch your victim, forcing it to make a Charisma saving throw. On a failure, the victim takes 5d8 force damage and becomes horribly disfigured: its spine twists, its limbs warp unevenly, its head and extremities shrink or become grotesquely swollen, horrible growths appear all over it, and so on. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.\n\nA remove curse will end this effect.\n\nAt Higher Levels. When you cast this spell with a certain higher-level spell slots, the duration increases to 1 month (at 7th level) or 1 year (at 9th level).", :key :disfiguring-touch, :school "transmutation", :name "Disfiguring Touch", :duration "1 day", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :create-shade {:description "This spell turns a willing giant, humanoid, or monstrosity into a shade--a pallid, brooding, not-entirely-living creature fused with the otherworldly essence of the Shadowfell.\nWhen you finish casting this spell, your target must make a Constitution saving throw. On a failure, it failed to transform and it immediately drops to 0 hit points. On a success, the creature is successfully transformed; apply the Shade template below to its attributes. If you are on the Shadowfell, your target has advantage on its saving throw.\n\nThe shade is not under your control.", :key :create-shade, :school "transmutation", :name "Create Shade", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "10,000 gp worth of powdered onyx, which is consumed in the casting", :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :darsson-s-potion {:description "You cast this spell on a vial of water, and then immediately cast another spell on the vial. The second spell must be of 3rd level or lower and must have a range of Self or Touch.\n\nRather than take effect immediately, the second spell is absorbed into the water, creating a temporary “potion.” This potion lasts for 1 hour before going inert.", :key :darsson-s-potion, :school "transmutation", :name "Darsson’s Potion", :duration "1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a vial of pure water", :verbal true, :material true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :sargasso {:description "You choose a point within range that is in water. The area within a 150 foot radius of that point becomes choked with seaweed, turning it into difficult terrain for both ships and swimmers for the duration of the spell.", :key :sargasso, :school "conjuration", :name "Sargasso", :duration "Concentration, up to 1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a small amount of seaweed and live brine shrimp", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "300 feet"}, :scratch {:description "You cause one creature within range to suffer from an intensely annoying itch. That creature must make an Intelligence saving throw or spend its next turn scratching desperately.", :key :scratch, :school "evocation", :name "Scratch", :duration "1 round", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :death-star {:description "You create an immobile, pulsating ball of sickly light at any point within range you can see. The star floats 5 feet off the ground. A living creature that ends its turn within 5 feet of the star takes 6d6 necrotic damage. This damage ignores resistance to necrotic damage.\n\nWhen the spell’s duration ends, all creatures that had been affected by the star must make a Constitution saving throw. On a failure, a creature’s hit point total is reduced by the amount of necrotic damage it took. If this reduction brings the creature’s hit point maximum to 0, the creature dies. The hit point reduction lasts until the creature takes a short or long rest.\n\nA creature can only be affected by one death star at a time.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, you gain 5 temporary hit points for each creature that failed its saving throw when the spell ended.", :key :death-star, :school "necromancy", :name "Death Star", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a drop of swamp water and a pinch of grave dirt", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :fellstar-s-flame-fog {:description "You create a 40-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It can’t be dispersed by strong winds. At any point after you cast this spell, you can cause the fog to ignite into a sheet of roaring flames; this requires no action on your part.\n\nThe fog also instantly ignites if it’s touched by a spell or magical effect that causes fire damage.\n\nAny creature in the fog’s area when it ignites must make a Dexterity saving throw, taking 12d6 fire damage on a failed saving throw, or half as much on a successful one. It also ignites flammable objects that aren’t being worn or carried.\n\nAt Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the radius of the fog increases by 50 feet for each slot level above 7th.", :key :fellstar-s-flame-fog, :school "evocation", :name "Fellstar’s Flame Fog", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a strand of a cloud giant’s hair and a scale of a red dragon", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :hellfire-ray {:description "Your eyes glow with ruddy, hellish light, and you fire a bolt of dark flames from them at one creature you can see within range. You must make a ranged spell attack to hit.\n\nIf you succeed, you inflict 5d10 fire damage and 5d10 necrotic damage. This ignores resistance to fire or necrotic damage, and treats immunity to either damage type as if it were resistance.\n\nIf you inflict enough damage to kill the target, a burst of brimstone explodes from the wound and the creature’s soul is damned to one of the lower planes (DM’s choice).", :key :hellfire-ray, :school "evocation", :name "Hellfire Ray", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :camouflage {:description "You and everything you are carrying and wearing shift in color as you move, allowing you to blend into your background. You have advantage on all Dexterity (Stealth) ability checks while this spell is active.", :key :camouflage, :school "illusion", :name "Camouflage", :duration "Concentration, up to 1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :darkray-s-enhanced-dagger {:description "You imbue a dagger with magical energy from the Plane of Radiance. You may then wield or throw it, or give it to someone else. On a successful hit, the dagger erupts into a brilliant while ball of energy. In addition to its normal damage, it inflicts 1d10 plus your spellcasting ability modifier in radiant damage. The dagger is then destroyed.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you may enchant one additional dagger for each slot level above 1st.", :key :darkray-s-enhanced-dagger, :school "transmutation", :name "Darkray’s Enhanced Dagger", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "the dagger to be enchanted", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :airy-water {:description "You turn the water in a 20-foot bubble around you turns into a frothy substance that can be breathed as easily as air. In addition, movement is easier through airy water--a creature’s swimming speed increases by 10 feet and any Strength (Athletics) checks made in order to swim are made at advantage, and boats traveling in a patch of airy water have their speed increased by 25% (round up to the nearest 5 feet).", :key :airy-water, :school "transmutation", :name "Airy Water", :duration "1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal false, :somatic true, :material true, :material-component "a handful of salt"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (20-foot-radius sphere)"}, :blistering-invective {:description "You deliver a outburst of vulgarities so vicious that it literally sets your foes on fire. All enemy creatures within range that can understand at least one language must make an Charisma saving throw. On a failure, a creature bursts into flames, taking 4d10 fire damage. In addition, for one minute afterwards, you have advantage on Charisma (Intimidation) ability checks made against those creatures that failed their saving throw. This spell does not affect constructs, plants, and undead.", :key :blistering-invective, :school "evocation", :name "Blistering Invective", :duration "Special", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot radius sphere)"}, :allergy-field {:description "You choose a point within range that you can see and fill it with a 10-foot cube of pollen. When a creature enters that area for the first time or ends its turn there, it must make a Constitution saving throw against poison or suffer a -1 penalty on all attack rolls and skill checks for the next minute due to uncontrollable sneezing and watering eyes. A wind of at least 5 miles per hour will blow the pollen away and end the spell.", :key :allergy-field, :school "transmutation", :name "Allergy Field", :duration "Concentration, up to 1 minute", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pinch of ragweed", :somatic true, :verbal true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :shadow-play {:description "You place a lit candle in the middle of a room while casting this spell. The shadows projected by the candles transform into the shadows of the creatures who were last in that room, no matter how long ago that was. The shadows will play out the last hour of those creature’s actions, in real time. This spell does not replay the actions of celestials, constructs, elementals, fey, fiends, or undead.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the shadows will speak in whispering tones, repeating the words that the room’s previous occupants said.", :key :shadow-play, :school "divination", :name "Shadow Play", :duration "Concentration, up to 8 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a candle"}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :hold-portal {:description "You magically hold a door, gate, or hatch shut, as if it had been closed tightly and locked or barred, or to open as if it had been wedged open. Opening or closing the door requires a Strength ability check (DC equal to your spell saving throw). This spell is instantly countered by knock.", :key :hold-portal, :school "abjuration", :name "Hold Portal", :duration "Concentration, up to 1 minute", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :shadowbolt {:description "You create 2d4 arrows made out of wisps of shadowstuff summoned from the Shadowfell. You can then fire these arrows from a real bow, or give them to someone else to fire. These arrows do normal damage for the type of bow used but are considered to be magical and the damage is force, necrotic, or psychic (choose the damage type when you cast the spell).\n\nIn addition, you roll a critical hit when using these arrows, you roll the damage dice three times, not twice. Once an arrow hits, it vanishes. When the spell ends, all remaining arrows vanish\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you create an additional 1d4 arrows per slot level above 2nd.", :key :shadowbolt, :school "conjuration", :name "Shadowbolt", :duration "10 minutes", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Special"}, :skyhook {:description "You create a solid hook of force that hovers immovably in midair. You may choose to make the hook visible or invisible to everyone else but you. The hook can support up to 30 tons of weight and can be used as a handhold or as the base of a pulley system. It is too small to be stood on, but it can hold the ropes that hold a platform. The hook cannot be harmed or used as a weapon, although flying creatures that collide with it take 1d4 bludgeoning damage.", :key :skyhook, :school "evocation", :name "Skyhook", :duration "1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :verbal true, :somatic true, :material-component "a metal fishhook"}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "100 feet"}, :item {:description "One inanimate, nonmagical object or substance or an unconscious creature that you touch is shrunk to 1/12 its normal size and 1/400 its normal weight. If you wish, you can also change the now-shrunken item into a cloth-like substance. A creature that has been subjected to this spell is effectively paralyzed while this spell is active.\n\nYou can command the item to return to its normal size and form at any time (no action required by you). In addition, anybody can restore the item by throwing it onto any solid surface. A creature that had been affected by this spell and then restored is no longer petrified, but is still unconscious.", :key :item, :school "transmutation", :name "Item", :duration "8 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :common-prayer {:description "You lead a group in prayer to your deity. You and all other creatures who participate in the prayer and who are of the same faith or of an allied faith are affected. If a participant rolls a 1 on any d20 roll at any point in the next hour, that creature may choose to reroll the die and use the new roll. The spell then ends for that creature. You may only cast this spell on an individual once during any 24-hour period.", :key :common-prayer, :school "abjuration", :name "Common Prayer", :duration "1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot radius circle)"}, :create-campsite {:description "\nYou create a squadron of tiny unseen servants that create a campsite for you and your companions--they will clear the land of debris, set up tents and bedrolls, start a fire, fetch water, and even begin cooking (although they produce only simple, fairly bland food). They cannot create the materials needed for the campsite; they can only use what is available to them in the immediate area and what you and your companions have brought. These servants have no other abilities. It takes one minute per member of your party to create the campsite.", :key :create-campsite, :school "conjuration", :name "Create Campsite", :duration "Special", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a bit of string, a bit of wood, and a drop of water", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (30-foot radius)"}, :conjure-beast-spirits {:description "You summon a minor elemental spirits that takes the form beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.\n\nOne beast of challenge rating 3 or lower.\nTwo beasts of challenge rating 2 or lower.\nFour beasts of challenge rating 1 or lower.\nEach beast is also considered elemental, 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 7th-level slot or three times as many with a 9th-level spell slot.", :key :conjure-beast-spirits, :school "conjuration", :name "Conjure Beast Spirits", :duration "Concentration, up to 1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :orb-of-fire {:description "A ball of smoky flames, no larger than 3 inches across, appears in your palm and fires itself at a target you choose within range. Make a ranged spell attack to hit. On a success, you inflict 4d6 fire damage and the target must make a Constitution saving throw or spend until the end of its next turn doing nothing but choke and cough on the smoke.\n\nAt Higher Levels. When you cast this spell with a 3rd level or higher spell slot, you inflict an additional 1d6 damage for each slot level above 2nd.", :key :orb-of-fire, :school "conjuration", :name "Orb of Fire", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :kiss-of-torment {:description "Your kiss inflicts your target with madness and pain, and one creature you kiss takes 5d10 psychic damage and must make a Constitution saving throw or become so wracked with pain that it is incapacitated for the duration. It may make a new saving throw at the end of each of its turns, ending that effect on a success. However, each round that the creature remains incapacitated, it takes an additional 1d10 psychic damage.\n\nYou must be able to kiss the target’s skin (although you do not need to kiss its lips), or you can kiss it through thin cloth. If the creature is in combat, you must succeed at a melee spell attack to kiss it; if not in combat, the creature must be willing to be kissed, restrained, or unaware.", :key :kiss-of-torment, :school "necromancy", :name "Kiss of Torment", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :feldegast-s-altered-appearance {:description "You permanently alter the appearance of one willing creature.\n\nThe new form must be of the same race or of a race with similar size (it must be of the same size category), shape, and appearance (such as human to half-orc or elf), may be up to 1 foot shorter or taller, can be thin, fat, or in between, and must have the same body shape and number of limbs as the original, and while the target can have new features such as horns, wings, or a tail, these features are completely nonfunctional. This transformation is a true, permanent change and not an illusion.", :key :feldegast-s-altered-appearance, :school "transmutation", :name "Feldegast’s Altered Appearance", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "1,000 gp worth of silver dust, which is consumed when you cast this spell", :verbal true, :somatic true, :material true}, :casting-time "12 hours", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :aalldam-s-waterspray {:description "You create a high-pressure line of water, 50 feet long and 10 feet wide, which gushes out from your hands. All creatures within that area must make a Strength saving throw. A creature takes 4d8 bludgeoning damage and is knocked prone on a failed saving throw, or half as much damage and isn’t knocked prone. If a creature with the Water Susceptibility is in that area, it takes an additional 3d8 damage.\n\nThis spell can also be used to put out fires in a 20-foot cube centered on your target.\n\nAt higher Levels. When you cast this spell with a 4th-level or higher spell slot, you inflict an additional 1d8 damage for each slot level above 3rd.", :key :aalldam-s-waterspray, :school "conjuration", :name "Aalldam’s Waterspray", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a beaker of water"}, :casting-time "1 Action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (50-foot line)"}, :beastmask {:description "You or one willing creature you touch is made to look, feel, sound, and smell exactly like a particular species of aberration, beast, dragon, or monstrosity that has an Intelligence of 4 or lower--but only to other members of that species. Members of that species will treat you as they would normally treat another member of their species: they might ignore you, see you as a rival, pack or herd leader, or even potential mate.\n\nMembers of closely related species are also fooled, provided those creatures have Intelligences of 4 or less. For instance, a dog mask will also fool wolves and death dogs, and a bear mask will also fool giant bears and owlbears.\n\nThis spell does not give you any ability to communicate with animals.", :key :beastmask, :school "illusion", :name "Beastmask", :duration "12 hours", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a wooden mask carved to look like the animal", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :drawmij-s-scent-mask {:description "One creature you touch is rendered scentless and cannot be tracked by smell.\n\nThis spell can also be cast on a creature that attacks through scent, such as a troglodyte. That creature may make a Constitution saving throw to resist. On a failure, it cannot use this attack for the duration.", :key :drawmij-s-scent-mask, :school "transmutation", :name "Drawmij’s Scent Mask", :duration "1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a scentless flower", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :stop-the-sun {:description "With this powerful illusion, you make it appear that the sun has stopped moving in the sky. In effect, you can provide an additional 12 hours of true daylight for an entire region. The area does not move with you. When the spell ends, the sun appears to rush into its proper location.\n\nYou may also cast this spell at night, stopping the moon and providing an additional 12 hours of nighttime, or during an eclipse, to turn day into night for 8 hours.", :key :stop-the-sun, :school "illusion", :name "Stop the Sun", :duration "12 hours", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (50-mile-radius circle)"}, :quick-step {:description "One willing creature you touch gains the ability to run at full speed plus 15 feet for an hour without tiring. When the spell’s duration ends, the creature will need to take a short rest before it can be affected by this spell again.\n\nAt Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st.", :key :quick-step, :school "transmutation", :name "Quick Step", :duration "1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a small piece of leather"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :unnatural-lust {:description "One creature you choose that you can see within range must make a Wisdom saving throw. On a failure, it is charmed by you and becomes incredibly enamored of another creature or object that you designate as you cast the spell. It will seek to possess the object at any cost, although it will not take actions that would violate its alignment. Once each minute, the creature may make another saving throw, ending the effect on a success. If the target’s object of desire is a creature, and that creature resists the target’s advances, the target may make a new saving throw at the end of each of its turns. At the end of the spell, the creature knows it was charmed, although not by whom.", :key :unnatural-lust, :school "enchantment", :name "Unnatural Lust", :duration "10 minutes", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "30 feet"}, :eye-of-curses {:description "You target one creature within range that can see your eyes, and curse it in the name of your god or patron. Each day at dawn, the creature must make a Constitution saving throw. If it fails, two of its attributes (chosen when you cast this spell) are reduced by 1 point each. On a success, nothing happens that day. When the attributes reach 0, the target dies.\n\nA remove curse spell ends this effect. A greater restoration will restore lost all attribute points but will not end the curse. If the target succeeds on three saving throws, the curse ends. These saves do not need to be consecutive.", :key :eye-of-curses, :school "necromancy", :name "Eye of Curses", :duration "Until dispelled", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "an eye from a freshly-killed creature"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :spell-catcher {:description "While this spell is in effect, you may harmlessly catch any spell cast at you or that comes within 10 feet of you. You must make a either a spellcasting ability check or a Dexterity (Acrobatics) ability check to catch the spell, with a DC equal to the spell save DC of the original spell.\n\nYou may hold one or more caught spells for as long as you like, up to 1 minute. When you catch a spell, you may use your action and choose to either attempt to dissipate the spell harmlessly (this requires an Intelligence (Arcana) check equal to 8 + the spell’s level) or hurl it at someone else. If you choose to hurl the spell at someone else, it is treated as if it was cast with its lowest spell slot and uses your own spell attack modifier and saving throw DC. For instance, if you were attacked by a fireball cast with a 6th-level spell slot and you caught it, if you decide to hurl it at someone else, it does only as much damage as if it had been cast with a 3rd-level slot.\n\nIf you are still holding a spell when this spell’s duration ends, the caught spell goes off and affects you fully.", :key :spell-catcher, :school "abjuration", :name "Spell Catcher", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action or reaction, taken when a spell is cast in your direction", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self (10-foot-radius sphere)"}, :create-magic-tattoo {:description "You tattoo a magical sigil onto a creature, providing protection or aid in some way. The effect depends on the spell slot you use to cast this spell and lasts for the duration:\n\n3rd level spell slot. The tattoo takes up one slot and grants one of the following abilities:\n\n+2 bonus on one type of saving throw\n+1 bonus on attacks when using one particular weapon\n+1 bonus to armor class\n5 temporary hit points\nAdvantage when using one tool set\n5th level spell slot. The tattoo takes up two slots and grants one of the following abilities:\n\n+2 bonus on three different saving throws\n+2 bonus on attacks and damage when using one particular weapon\n+1 bonus on all attack and damage rolls\n10 temporary hit points\n+10 feet to your speed\n7th level spell slot. The tattoo takes up four slots and grants one of the following abilities: Advantage on saving throws against magical spells and effects\n\nadvantage on any three saving throws\n+2 bonus to any attribute\n+3 bonus to armor class\n15 temporary hit points\nA humanoid has one slot on its neck, two on each arm, four on each leg, and ten each on its back and its chest. The presence of mundane tattoos does not get in the way of a magic tattoo, but body slots taken up by other forms of magical tattoos (such as one made with Darklight’s tattooed creature (q.v.)) cannot be used by this spell.\n\nWhen the spell expires, the tattoo fades away. A creature may have multiple magic tattoos but they must each be of different types. For instance, a creature could have two magic tattoos cast with a 3rd-level spell slot, with one granting a bonus to attack rolls and one granting a bonus on saving throws.", :key :create-magic-tattoo, :school "transmutation", :name "Create Magic Tattoo", :duration "24 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "100 gp worth of tattoo inks"}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :sheets-of-lightning {:description "You create a square wall of acidic vapors around you; each face is 10 feet wide and 5 feet thick, and it lasts for only a moment. All creatures and objects caught within it must make a Dexterity saving throw. A creature takes 8d8 lightning damage on a failed saving throw, or half as much damage on a successful one. In addition, a creature who fails its saving throw is stunned from the shock for 1 minute. A stunned creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success.", :key :sheets-of-lightning, :school "evocation", :name "Sheets of Lightning", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a blue dragon scale", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot-radius square)"}, :control-vapor {:description "You pick a point within range that contains mist, steam, cloud, or vapor of any sort, even magically-created mists such as that produced with a cloudkill spell. You can control all mists within a 30-foot radius sphere of that point. You may move it as you will, with a speed of 40 feet, hold it still, or split it multiple smaller clouds, and so on.\n\nIf the vapor was magically produced and under the control of its caster, you must make a check, using your spellcasting ability, to take control over it. The DC equals 10 + the spell’s level + the caster’s spellcasting ability modifier. If you succeed, you gain control. Note that many vaporous spells move only due to their initial push and downwards due to being heavier than air (such as cloudkill) and are not actually under their caster’s direct control, and therefore don’t require you to roll to attempt to take it over.\n\nIf the mist is actually an animate being, such as a vampire in mist-form or certain types of air elementals, it must make a Charisma saving throw or be under your control. You may move its physical location but can’t otherwise control its actions, nor can you prevent it from using any of its abilities. If it can change shape and it stops being a mist, it is no longer under your control. Otherwise, it may make a new saving throw at the beginning of each of its turns, ending the effect on a success.", :key :control-vapor, :school "transmutation", :name "Control Vapor", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a bean or pea"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :agitate-wounds {:description "You choose one creature that you see within range that is not at full hit points and magically force it to make a Constitution saving throw. On a failure, that creature’s wounds open and bleed profusely and it takes 2d6 damage from blood loss. On each subsequent turn, the creature must make a new saving throw or take damage equal to your spellcasting attribute modifier (minimum 1 point). This effect ends if the creature succeeds at three saving throws (these do not need to be successive) or is treated with healing magic or by nonmagical means, such as with a healer’s kit.", :key :agitate-wounds, :school "necromancy", :name "Agitate Wounds", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of salt", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :crumble {:description "You cause a building or other structure that you touch to begin to erode, as if suddenly subjected a great deal of wear and tear. You inflict 6d10 force damage to that object.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you inflict an additional 1d10 damage per slot level above 3rd.", :key :crumble, :school "transmutation", :name "Crumble", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :soul-anchor {:description "You tie the life force of a creature to a particular building, an estate, a fenced location, or another place with a clearly-defined border. The target may make a Wisdom saving throw to resist. While the spell is in effect, the target cannot leave that place without taking damage. The area outside the location becomes difficult terrain for the target, and it takes 1d10 force damage each time it ends its turn outside the designated place.\n\nYou or the location’s owner (unless that’s also the target) may permit the target to leave the area for a period of time no longer than 8 hours at a time. During this time, the area outside the location is normal terrain for it. At the end of that period, it will begin taking 1d10 force damage at the end of each minute until it returns to the location.\n\nThis spell can be ended with a dispel magic or remove curse. If the location to which the creature is bound is destroyed, the spell also ends.", :key :soul-anchor, :school "enchantment", :name "Soul Anchor", :duration "Permanent", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a chain of gold worth at least 500 gp", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :create-watchghost {:description "You animate a corpse by returning remnants its original soul to it, turning it into a spectral, skeletal entity and binding it to your service while doing so. While casting this spell, you give the watchghost a single task. The watchghost then remains at that task permanently until slain, freed by a spell such as wish, or until you die, at which point it becomes free-willed and able to roam as it chooses. The watchghost follows its instructions exactly and can’t take actions that would contradict those instructions.", :key :create-watchghost, :school "necromancy", :name "Create Watchghost", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "1,000 gp worth of diamond dust, one of your teeth, and a lock of your hair", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :sheets-of-fire {:description "You create a square wall of acidic vapors around you; each face is 10 feet wide and 5 feet thick, and it lasts for only a moment. All creatures and objects caught within it must make a Dexterity saving throw. A creature takes 9d8 fire damage on a failed saving throw, or half as much damage on a successful on. The flames also set all combustibles that are not being worn or held on fire.", :key :sheets-of-fire, :school "evocation", :name "Sheets of Fire", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :material-component "a red dragon scale", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot-radius square)"}, :azura-s-soul-whip {:description "You create a shining black line of magical force that lashes out at your command towards a creature in range. Make a melee spell attack against the target.\n\nIf the attack hits, the creature takes 6d10 necrotic damage and if the creature is Large or smaller, you pull it up to 10 feet closer to you, and you receive temporary hit points equal to half the damage inflicted.", :key :azura-s-soul-whip, :school "necromancy", :name "Azura’s Soul Whip", :duration "1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "30 feet"}, :leomund-s-trap {:description "You create an illusory trap on an object, door, or section of wall or floor, while at the same time rendering any actual traps invisible. This illusory trap will be easily found by anyone searching, and it can be disarmed as a regular trap of that sort. The illusory trap has no actual effect and cannot harm or hinder anyone if it “accidentally goes off.”", :key :leomund-s-trap, :school "illusion", :name "Leomund’s Trap", :duration "Permanent or tripped", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a piece of iron pyrite and metal filings, which are consumed by the spell, and a bit of clockwork", :verbal true, :somatic true, :material true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :battle-of-wills {:description "You pit your mind and life against another creature’s via a contest of wills. Both you and one target, who must agree to this contest, must make ability checks using your spellcasting ability; the DC is equal to your spell save DC. You may use magic and other aids to increase your chances of success, as may your opponent.\n\nIf you succeed at an ability check, you take 1d6 psychic damage. If you fail, you take 4d6 psychic damage; your opponent does likewise.\n\nThe first of you to win three of these checks wins the contest. The successes and failures do not need to be consecutive. A natural 20 counts as two wins (you only take 1d6 psychic damage in total). The contest’s loser is immediately reduced to 0 hit points.", :key :battle-of-wills, :school "evocation", :name "Battle of Wills", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pair of ivory dice worth 100 gp and a drop of your blood", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :sonoric-s-minions {:description "You summon one to four etherlings, a minor creature from the Ethereal Plane. You may direct the etherling to perform minor tasks for you, typically spying and fetching small items. If it is incapable of following your orders for whatever reason, it will return to you, inform you of that fact, and then return to the Ethereal Plane. If you summon more than one etherling, you may give them each separate tasks. When the spell ends, the etherlings return to their home plane.", :key :sonoric-s-minions, :school "conjuration", :name "Sonoric’s Minions", :duration "8 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a small silver figurines worth 10 gp for each etherling to be summoned", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}}, :sinister-surroundings {:description "The land within the radius around you becomes grim and dismal-feeling for the duration. The area’s appearance is not masked or altered in any way; it merely becomes foreboding and gloomy. Shadows seem longer and darker; animals in the area are unusually skittish or hostile; water in the area has an unpleasant taste (although it’s not poisoned or otherwise bad); the clouds never truly part and what sunlight filters through them is dull gray or sickly yellow.\n\n\n\nWhile in the spell’s area, all creatures other than aberrations, fiends, and undead are at disadvantage when making saving throws against being or frightened or when taking psychic damage.", :key :sinister-surroundings, :school "illusion", :name "Sinister Surroundings", :duration "1 month", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (2-mile radius)"}, :create-quasimancer {:description "You touch a corporeal, undead creature of CR 3 or lower, or on a corpse, and turn it into a a quasimancer. A quasimancer has the attributes and abilities of a wight, but it is capable of casting one or more spells that you imbue it with.\n\nYou must be able to cast the spells you choose to imbue and have all of the appropriate material components for it, and must have additional components that cost 50 gp per level of the spell you are imbuing (25 gp to imbue a cantrip). It takes one minute per level of spell to be imbued, in addition to the spell’s normal casting time. You may imbue a quasimancer with a number of spells equal to twice your spellcasting ability modifier. It can cast each spell once per day, unless you choose to imbue it with a single spell multiple times. If you imbue it with a cantrip, it can cast the spell unlimited times. The quasimancer has the Innate Spellcasting ability and uses Charisma as its spellcasting attribute.\n\nThe quasimancer is under your control for 1 month, after which it stops obeying any command you’ve given it. To maintain control of the quasimancer for another month, you must cast this spell on the creature again before the current month ends. The use of the spell reasserts your control over up to four quasimancers you have animated with this spell, rather than animating a new one.", :key :create-quasimancer, :school "necromancy", :name "Create Quasimancer", :duration "Permanent", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "special", :verbal true, :somatic true, :material true}, :casting-time "Special", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :vision-of-hell {:description "You cast an 50-foot-radius illusion, centered on a point within range, causing the entire area to become a terrifying hellscape. All creatures and objects in the area appear to be demonic and evil-looking, geysers of fire, bile, and other noxious substances seem to burst from the ground, and the air is thick with the scent of sulfur and blood.\n\nCreatures in the area must make a Wisdom saving throw or become frightened. While frightened by the hellscape, the creature must use its movement to move to the nearest safe spot from which it can’t see the area. Fiends are immune to this spell.", :key :vision-of-hell, :school "illusion", :name "Vision of Hell", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pinch of brimstone", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "160 feet"}, :power-word-sleep {:description "You pick a point within range. All creatures within a 30-foot radius that have 40 or fewer hit points fall asleep instantly.\n\nCreatures with a greater number of hit points may make a Wisdom saving throw or fall asleep. A sleeping creature will stay asleep until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the creature awake.\n\nAt Higher Levels. When you cast this spell with an 8th-level spell slot, the duration increases to 8 hours. When you cast it with a 9th-level spell slot, the duration increases to 24 hours.", :key :power-word-sleep, :school "enchantment", :name "Power Word Sleep", :duration "1 hour", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :attune-form {:description "Up to three creatures you touch (which can include yourself) will not suffer from psychic dissonance (Dungeon Master’s Guide, Chapter 2: Creating a Multiverse) while on an Outer Plane for the duration.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may affect two additional creatures per slot level above 3rd.", :key :attune-form, :school "abjuration", :name "Attune Form", :duration "8 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a bit of stone or earth from your home plane", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :see-through-other-eyes {:description "You can look through the eyes of any living creature within range. You do not have to see the creature in order to choose it; you merely have to know where it is. You have no ability to control the creature, nor can you hear through its ears. If the creature moves farther than 400 feet from you, the spell ends. While looking through another creature’s eyes, you are blinded as to your own surroundings.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, the range increases by 100 feet per slot level above 2nd.", :key :see-through-other-eyes, :school "divination", :name "See Through Other Eyes", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "400 feet"}, :echoes {:description "You pick one creature you can see within range and force it to make a Constitution saving throw.\n\nIf it fails, then every sound is amplified and reverberates with distressing loudness. While this spell is in effect, the creature cannot use Wisdom (Perception) to hear noises, and cannot use any other abilities that can’t be used when deafened, such as a barbarian’s danger sense, a ranger’s feral senses, a rogue’s blindsense, and so on. The creature must also make a concentration saving throw each time it attempts to cast a spell with somatic components. Finally, it also takes 1d6 thunder damage at the beginning of each of its turns. Creatures that are deafened cannot be affected by this spell.", :key :echoes, :school "illusion", :name "Echoes", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a tiny tin gong or cymbal", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "100 feet"}, :invisibility-purge {:description "You pick a point within range. Any creature or object that is within a 15-foot radius of that point that is invisible must make a Charisma saving throw. If it fails, it’s instantly rendered visible. This spell does not affect creatures that are only using stealth to remain hidden, even if the creature is using an magical aid, such as the camouflage spell.", :key :invisibility-purge, :school "abjuration", :name "Invisibility Purge", :duration "1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a 3-inch wide silver mirror worth at least 10 gp"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :storm {:description "You cause a horrendous thunderstorm to develop over the course of half an hour and rage for 12 hours. Rain falls at the rate of 1/2 inch per hour. Once every 10 minutes, you may direct a lightning bolt to hit a target of your choice that you can see, or if you know its exact location. If the target is a living being, it may make a Dexterity saving throw. The target takes 8d6 lightning damage on a failed saving throw, or half as much on a successful one.\n\nIf you strike an inanimate object, the lightning strike will set combustibles on fire. You must be standing outside in the rain in order to be able to strike targets.", :key :storm, :school "evocation", :name "Storm", :duration "12 hours", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a lightning rod or a branch from a which has been struck by lightning at least once", :verbal true, :somatic true, :material true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (10-mile radius)"}, :ray-of-clumsiness {:description "A beam of wavering orange energy shoots from your finger towards a creature within range. Make a ranged spell attack against the target. On a hit, the target’s muscles stiffen and joints lock. Wherever it walks is treated as difficult terrain for it, and it has disadvantage on all Dexterity-based skill checks and Strength (Athletics) checks until the spell ends. At the end of each of the creature’s turns, it may make a Constitution saving throw, ending the effect on a success.", :key :ray-of-clumsiness, :school "transmutation", :name "Ray of Clumsiness", :duration "Concentration, up to 1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :nature-s-avatar {:description "You touch a friendly beast and pour all of nature’s might into it, and its eyes will begin to glow with green-gold light. While this spell is in effect, the beast has advantage on all attack rolls, saving throws, and ability checks. It also gains a +4 bonus to armor class, and one of its melee weapon attacks inflicts an additional 3d10 of one of acid, force, necrotic, poison, or radiant damage (choose when you cast the spell). It also gains temporary hit points equal to 5 times the slot level used to cast this spell.", :key :nature-s-avatar, :school "transmutation", :name "Nature’s Avatar", :duration "Concentration, up to 1 hour", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :fog-of-nightmares {:description "A cylinder of thick, clinging, silver fog that is 15 feet tall with a 50-foot radius appears, centered on a point you can see you can see within range.\n\nThe fog spreads around corners. It lasts for the duration or until strong wind (20 miles per hour or more) disperses the fog, ending the spell. Its area is heavily obscured and acts as difficult terrain.\n\nYou tap into the nightmares of all creatures within the area and create manifestation of its deepest fears, These manifestations, which are similar to the images created by the phantasmal killer spell, form out of the fog and are visible only to the affected creatures.\n\nEach creature in the area must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target’s turns, a frightened target must succeed on a Wisdom saving throw or take 4d6 psychic damage. On a successful saving throw, the creature is unaffected for that round.\n\nBecause of the all-encompassing nature of the fog of nightmares, it is difficult to escape: a frightened creature is surrounded on all sides by the objects of its nightmares and cannot find a safe way to move.", :key :fog-of-nightmares, :school "illusion", :name "Fog of Nightmares", :duration "Concentration, up to 10 minutes", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :legerdemain {:description "You perform a magic trick, of the sort normally performed by stage magicians.\n\nYou change a Tiny creature or object into another one of the same size.\nYou hide a creature or object of Huge size or smaller by briefly obscuring it, such as by moving a curtain in front of it, hiding it behind an object, etc. The target is rendered invisible as long as it doesn’t move more than 5 feet from its initial location. It can still be heard, smelled, and touched, and can be sensed with truesight or blindsight.\nYou hide a Tiny creature or object in your palm, up your sleeve, in your hat, etc., even concealing any bulges or sounds it makes. At the same time, you create an illusory duplicate. Physical interaction with the duplicate reveals it to be an illusion, because things can pass through it.\nYou summon a Tiny object that is within 10 feet of you into your hand.\nYou conjure a harmless, CR 0 creature, such as a mouse, a small swarm of butterflies, a sparrow, and so on, which appears in your hand or within 5 feet of you. This is a real animal, taken from somewhere within 1 mile of you. When the spell ends, you may choose to keep the creature with you, let it go, or send it back to its original location.\nYou create a puff of colored smoke. It provides light concealment until the end of your next turn.\nYou cause a Small-sized or smaller object made of metal or wood to pass through a similarly-sized object.\nYou cut and restore a rope, cloth, belt, or other similar object.\n *You turn a picture or paper sculpture of a Tiny-sized creature into a real creature. It will have the same attributes of a normal creature of its type, with the following changes: its Intelligence will be 1, it will have 5 hit points, and it will have disadvantage on all rolls. When the spell ends, it turns back into paper.\n\nYou instantly change into another suit of clothes that you have stored within 10 feet. You can also use this to instantly don light armor (but nothing heavier than that).\nYou create a bright flash of light and puff of colorful smoke (your choice of colors). The smoke lasts for 1 round, and during that time you can use your bonus action to use the Hide action.", :key :legerdemain, :school "conjuration", :name "Legerdemain", :duration "1 minute", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "10 feet"}, :chord-of-shards {:description "You strike a musical chord so shrill that the notes literally turn into razor-sharp, crystalline shards, blasting the area in a 15-foot cone. All creatures in that area must make a Dexterity saving throw. A creature takes 2d6 piercing damage on a failed saving throw, or half as much on a successful one.\n\nAt Higher Levels. When you cast this spell with a spell slot of 2nd-level or higher, you inflict an additional 1d6 damage for each slot level above 1st.", :key :chord-of-shards, :school "transmutation", :name "Chord of Shards", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (15-foot cone)"}, :nature-call {:description "You summon one or two fey spirits that take the form of CR 0 beasts and appear in unoccupied spaces you can see within range. Each beasts is considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions, but otherwise act normally. You may give them directions and they will attempt to follow them to the best of their ability. They will not engage in combat, however.\n\nYou summon more creatures when you reach 5th level (four beasts), 11th-level (six beasts), and 17th-level (eight beasts). In addition, when you reach 11th level, you may summon two fewer CR 0 beast and instead summon one CR 1/8 beast. When you reach 17th level, all the creatures you summon may be CR 1/8.", :key :nature-call, :school "conjuration", :name "Nature Call", :duration "Concentration, up to 1 hour", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :forceball {:description "A brilliant white streak flashes from your pointing finger to a point you choose within range and then silently explodes.\n\nEach creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 force damage and is stunned for 1 minute on a failed saving throw, or takes half as much damage and is not stunned on a successful roll. A stunned creature may make a Constitution saving throw at the beginning of each of its turns, ending the effect on a success.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", :key :forceball, :school "evocation", :name "Forceball", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a tiny ball of bat guano and a pinch of sawdust", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "150 feet"}, :overland-flight {:description "You touch a willing creature. The target gains a flying speed of 40 feet for the duration. When the spell ends, the target falls if it is still aloft. The creature may land at any time without ending the spell.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.", :key :overland-flight, :school "transmutation", :name "Overland Flight", :duration "8 hours", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a wing feather from a raptor", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :mind-fog {:description "You create a 20-foot-radius sphere of thin fog centered on a point within range. The sphere spreads around corners, but it doesn’t obscure vision. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\n\nA creature that enters the fog or ends its turn in it must make a Wisdom saving throw. If it fails, it will have disadvantage on all Intelligence- and Wisdom-based ability checks and saving throws for as long as it remains in the fog, and for 1 minute after. In addition, the fog is thick and cloying, and counts as difficult terrain.", :key :mind-fog, :school "enchantment", :name "Mind Fog", :duration "10 minutes", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "150 feet"}, :repair {:description "An inanimate object you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell can be used to heal undead and constructs as well.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.", :key :repair, :school "transmutation", :name "Repair", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :history {:description "You touch a Large or smaller inanimate object while casting this spell and gain a psychic impression of one event or series of closely related events in that object’s history and that have a strong emotional component.\n\nThis will not tell you if the object is magical but if it is, you will likely gain information that strongly suggests that it has been. The spell will also not reveal names unless the object belonged to a single person for a very long time, one of the objects had a very emotional reaction involving the object, or the object belonged to a very powerful or important person.\n\nIf you cast this spell on a very large object such as a building, you will only receive information about the area you touched. For example, if you cast this on the main entrance of a castle, you will learn about processions that exited through it or armies that invaded through it, but will not learn about things that occurred elsewhere, such as the assassin that sneaked over the parapets on the other side and killed the king.", :key :history, :school "divination", :name "History", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a page from a non-fiction book"}, :ritual true, :casting-time "10 minutes", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :sunscorch {:description "An intense blast of heat and light emanates from your hand, forming a narrow beam that curves around obstacles and moves to follow its target, which it strikes unerringly. The blast deals 2d10 fire damage and 1d10 radiant damage. If the creature is wearing metal armor or a shield, or holding any metal item that weighs less than 10 pounds, then it takes an additional 1d10 fire damage as the sun heats the metal up to unbearable temperatures.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, it does an additional 1d10 fire or radiant damage per slot level above 3rd.", :key :sunscorch, :school "evocation", :name "Sunscorch", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :tough-crowd {:description "You give up to eight allies the ability to withstand mental manipulation. They have advantage on saving throws against being charmed and on ability checks to recognize illusory disguises.", :key :tough-crowd, :school "abjuration", :name "Tough Crowd", :duration "1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :rain-of-terror {:description "You draw a magical rune on the ground. An unusually dark and ominous, reddish or purplish storm cloud develops over the next half-hour and then begins to rain (if a storm is already present, the spell takes place immediately). In addition to normal water, the cloud rains noxious things into the area.\n\nChoose one of the following to make up the rain: ash, birds or bats, droplets of blood, centipedes, fish, fungus, small lizards, strips of skin and meat, lumps of fat, lumps of gelatin-like slime, rats, salamanders, pebbles, tiny snakes, frogs and toads, or worms.\n\nIf the rain consists of animals of some sort, the DM will roll a die. On an odd number, all of the animals will be dead or dying. On an even number, half will be dead or dying and the other half will be alive and well. None of the animals are capable of harming anyone or have more than 1 hit point.", :key :rain-of-terror, :school "conjuration", :name "Rain of Terror", :duration "Concentration, up to 6 hours", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :lightning-curtain {:description "You create a wall of crackling lightning. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.\n\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d10 lightning damage, or half as much damage on a successful save.\n\nAny creature that ends its turn within 10 feet of the wall and wearing metal armor will attract a spark and must make a Dexterity saving throw. On a failed save, a creature takes 3d10 lightning damage, or half as much damage on a successful save.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", :key :lightning-curtain, :school "evocation", :name "Lightning Curtain", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of amber, a bit of fur, and a square of fine velvet"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :bigby-s-force-sculpture {:description "You create a visible plane of shimmering force that you can shape in any form and (translucent) color that you wish. The force sculpture is an object that has AC 15 and hit points equal to your hit point maximum. When you cast the spell and as a bonus action on subsequent turns, you can move the sculpture up to 30 feet. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.", :key :bigby-s-force-sculpture, :school "evocation", :name "Bigby’s Force Sculpture", :duration "Concentration, up to 1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a lump of clay with diamond dust in it", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "100 feet"}, :longevity {:description "You stop aging for a number of years equal to 4d6 + twice your spellcasting ability modifier. After you have used this spell a number of times equal to your spellcasting ability modifier, you start risking failure when using this spell. Each subsequent time you cast this spell, you must make a DC 15 Constitution saving throw. If you fail, you instantly age 200 years.", :key :longevity, :school "necromancy", :name "Longevity", :duration "Permanent", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "rare fruits worth at least 500 gp, which you burn during the course of the casting", :verbal true, :somatic true, :material true}, :casting-time "24 hours", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :ride-the-lightning {:description "You transform into a bolt of lightning and instantly fly in a straight line to a location within 120 feet. Any creature or object in this line must make a Dexterity saving throw or take 7d8 lightning damage on a failed saving throw, or half as much on a successful one. A creature that is wearing metallic armor has disadvantage on its saving throw. Combustibles in your path are set alight. If there is a barrier in your path, you will stop in the nearest open space in front of it, but targets in your path will still take damage.\n\nYou must move in this manner once each round for the duration; you cannot remain in one place for two rounds in a row. While this spell is active, you have immunity to lightning damage.", :key :ride-the-lightning, :school "transmutation", :name "Ride the Lightning", :duration "1 minute", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self"}, :legal-thoughts {:description "You choose a creature that you see within range, and if it is capable of understanding at least one language, you magically force it to make a Charisma saving throw, If it fails, it is charmed by you.\n\nThe charmed target is compelled to follow one specific, official law that you name that is enforced in either your homeland, your target’s homeland, or your current location. Each time the target attempts to break the law, it fails, it takes 1d10 psychic damage and is stunned until the end of its next turn.\n\nThis spell does not alter the target’s morality or force it to act in a way contrary to its alignment. The spell also only forces the target to obey the letter of the law, not the spirit, so the target is fully capable of exploiting any loopholes or getting someone else to break the law for him.\n\n\n\nA dispel magic or remove curse will end this effect.", :key :legal-thoughts, :school "enchantment", :name "Legal Thoughts", :duration "Permanent", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :touch-of-the-styx {:description "One creature you touch must make an Intelligence saving throw or completely forget the events of the previous 24 hours. These memories are forever gone and can only be retrieved by the use of a wish spell.", :key :touch-of-the-styx, :school "evocation", :name "Touch of the Styx", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :timed-stasis {:description "You touch an inanimate object and a form-fitting aura of shimmering energy surrounds it, placing it in stasis. The object can be handled and moved but cannot be damaged, altered, or otherwise affected in any way, even by yourself. You may use your action to dismiss the spell at any time.", :key :timed-stasis, :school "transmutation", :name "Timed Stasis", :duration "6 months", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a platinum spring worth at least 500 gp", :somatic true, :material true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :shrapnel-shot {:description "You fire shards of stone shrapnel at one target within range. Make a ranged spell attack to hit. On a success, the target takes 2d10 piercing damage.\n\nAt Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, you inflict an additional 1d10 piercing damage for each slot level above 1st.", :key :shrapnel-shot, :school "conjuration", :name "Shrapnel Shot", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small stone"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :dream-feast {:description "You must cast this on a willing target. The next time that creature sleeps (which must be within 8 hours of you casting this spell), it will dream of eating all of its favorite foods. When it wakes up, the creature will be sated, as if it had eaten a full meal. The target must sleep for at least two hours for this spell to take effect. A creature can’t benefit from this spell again until it has eaten at least two actual meals.", :key :dream-feast, :school "conjuration", :name "Dream Feast", :duration "Special", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :vylja-s-airbolt {:description "You blow air through the blowpipe and it turns into a powerful gust of wind that strikes a single creature within range. That creature must make a Dexterity saving throw. It takes 4d8 bludgeoning damage on a failed saving throw, or half as much on a successful one. The creature is also knocked prone if it fails its saving throw, or is pushed backwards 5 feet if it succeeds.", :key :vylja-s-airbolt, :school "evocation", :name "Vylja’s Airbolt", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a blowpipe"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :magnifying-chime {:description "You touch an object and release the harmonics within, causing a loud, dangerous chime to begin to repeatedly ring and grow louder and more damaging. The object must either be in your possession or unattended; you cannot use an object another creature is holding or wearing.\n\nOn the first round, all creatures that are within 10 feet of the object must make a Constitution saving throw. A creature takes 2d6 thunder damage on a failed saving throw, or half as much on a successful one. Each round, the range increases by 10 feet and the damage increases by 1d6. All creatures must make Constitution saving throws at the start of each of their turns, taking half-damage on a successful roll. The range and damage are as follows:\n\nRound\tRange\tDamage\n1\t10 ft.\t2d6\n2\t20 ft.\t3d6\n3\t30 ft.\t4d6\n4\t40 ft.\t4d8\n5\t50 ft.\t5d8\nRound\tRange\tDamage\n6\t60 ft.\t6d8\n7\t70 ft.\t6d10\n8\t80 ft.\t7d10\n9\t90 ft.\t8d10\n10\t100 ft.\t8d12\nIf the object is destroyed, the spell ends. If you’re touching the object, you don’t take any damage.", :key :magnifying-chime, :school "transmutation", :name "Magnifying Chime", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :verbal true}, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :flesh-to-ooze {:description "You attempt to turn one creature you can see within range into an ooze. If the creature’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is stunned as its flesh begins to melt. On a successful save, the creature isn’t affected.\n\nA creature stunned by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned into an ooze. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.\n\nIf the creature is CR 1 or lower, it turns into a gray ooze. If it is of CR 2 or 3, it turns into either an ochre jelly or a gelatinous cube (your choice). If it is of CR 4 or higher, it turns into a black pudding. The creature’s gear does not transform with it.\n\nIf you maintain your concentration on this spell for the entire possible duration, the creature is turned into an ooze until the effect is removed. If the creature was turned into a gray ooze and it had been a spellcaster or mystic, there is a 50 percent chance it will become a psychic ooze.", :key :flesh-to-ooze, :school "transmutation", :name "Flesh to Ooze", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "alchemical reagents worth 100 gp", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :jungle-s-rapture {:description "You attempt to turn one creature you can see into a plant through this deadly curse. Each day, after taking a long rest, the target must make a Wisdom saving throw. On a failed save, the target is subject to the following effects:\n\nFirst Failed Save. The target loses 1d6 points of Dexterity and its skin begins to grow bark. However, its armor class improves by +1.\n\nSecond Failed Save. The target’s speed is reduced by half and it loses an additional 1d6 points of Dexterity.\n\nThird Failed Save. The target is restrained and, over the course of the next 24 hours, turns into a normal, unintelligent, inanimate plant of roughly the same size as the victim. It will radiate transmutation magic.\n\nIf the target succeeds at three saving throws, the spell ends. The successes don’t need to be cumulative. A remove curse will end this effect.", :key :jungle-s-rapture, :school "transmutation", :name "Jungle’s Rapture", :duration "Permanent", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :starharp {:description "You sing a soft song of life and a glowing, steel-colored image of a harp, surrounded by stars of twinkling radiance, appears in the air just above you and hovers there. All creatures within 10 feet of you are freed from the charmed, frightened, incapacitated, paralyzed, and stunned conditions, and you may remove one level of exhaustion from each creature. In addition, you may choose one creature within 10 feet instead, and that creature regains 30 hit points.", :key :starharp, :school "abjuration", :name "Starharp", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "one of your tears and a tiny harp, carved out of wood, bone, or ivory", :verbal true, :somatic true, :material true}, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (10-foot radius)"}, :deathwalk {:description "Your target must make a Wisdom saving throw or begin to suffer from extreme insomnia, which will lead into madness or even death. The creature will gain no benefits from long rests. For every full 72 hours that pass, the target will take 1 level of exhaustion.\n\nSpells and other effects that induce unconsciousness for a period of 1 hour or more will reduce the creature’s exhaustion by one level but will not end the spell; likewise, spells that remove exhaustion will do so but will not prevent the creature from taking new levels.\n\nAfter one week, and at the end of each day after that, the creature must make a Wisdom saving throw. On a failure, the creature suffers from suffers from short-term madness (Dungeon Master’s Guide, chapter 8: Running the Game), which will strike at some point during that day (the DM chooses when).\n\nIf the creature fails three saving throws (which do not need to be consecutive), it instead suffers from long-term madness; the creature will not need to attempt another saving throw until this madness ends. All failed saving throws after this point result in long-term madness. If, after beginning to suffer from long-term madness, the creature fails three more saving throws, then it will develop infinite madness. A remove curse or heal spell will end this effect.", :key :deathwalk, :school "enchantment", :name "Deathwalk", :duration "Permanent", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a black shroud and a small crystal sphere worth 500 gp, which is consumed in the casting", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :sanh-s-ray-of-light {:description "You fire a beam of dazzling light at one target you can see within range. Make a ranged spell attack. On a hit, the target takes 1d10 radiant damage and must make a Constitution saving throw. The target is blinded for 1 minute on a failed saving throw, or blinded until the end of its next turn on a successful one.", :key :sanh-s-ray-of-light, :school "evocation", :name "Sanh’s Ray of Light", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :false-tracks {:description "For the duration of this spell, your footprints are those of beast or monstrosity native to the area you are in and that is within one size category of you. If part of your clothes or hair get snagged on undergrowth, it will appear to be bits of animal fur or scale. Dropped objects do not change their appearance. When the spell expires, your footprints and snagged clothing change resume their normal appearance.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you may cause your footprints to appear to have been left by a dragon or monstrosity.", :key :false-tracks, :school "illusion", :name "False Tracks", :duration "Concentration, up to 1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :shark-bolt {:description "You create a three-foot long, glowing amber-brown shark out of magical force. The shark swims or flies with a speed of 60 and attacks one target you can see within range. It uses your spell attack modifier to attack and on a hit, it inflicts 4d6 piercing damage. It will continue to attack the chosen target once each round on your action for as long as you concentrate on it; you may use a bonus action to redirect it to attack a different creature. If your target moves, your sharks will follow.\n\nThe shark is an object that has AC 15 and 20 hit points. If it drops to 0 hit points, the spell ends.\n\nAt Higher Levels. When you cast this spell with a slot of 3rd level or higher, you create one additional shark per spell slot above 2nd level. You may direct each shark to attack a different target, if you wish. They all use the same attack roll to hit.", :key :shark-bolt, :school "evocation", :name "Shark Bolt", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :verbal true, :somatic true, :material-component "a pinch of salt, three shark’s teeth, and an ounce of water."}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "300 feet"}, :everfull-quiver {:description "You enchant a quiver that contains at least two arrows or quarrels, and the quiver produces copies of those arrows. Each round for the next minute, you may withdraw one or two arrows without depleting the total number of arrows in the quiver.\n\nIt cannot create magical arrows; if you attempt to copy magical arrows, it will produce nonmagical copies. However, you can make copies of arrows that have been altered by nonmagical means (such as by affixing oil-soaked tows behind the arrowhead to create flaming arrows).\n\nIf more than two arrows are withdrawn in a single round, or if anyone other than you draws an arrow, the spell ends. You must use an arrow the same round you draw it; otherwise, it fades into nothingness. Arrows created by this spell fade into nonexistence after 1 minute.\n\nAt Higher Levels. When you cast this spell with a spell slot of 5th level, the duration increases to 10 minutes.", :key :everfull-quiver, :school "conjuration", :name "Everfull Quiver", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "an arrowhead made of ivory worth at least 25 gp", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :renew-deposit {:description "\nYou cause a normally nonrenewable mineral resource to slowly grow back. You place a “seed” (a sample of the material to be regrown) in the empty vein. Afterwards, it must not be touched by a sentient creature in any way; if it is interrupted before it has regrow, the spell ends.\n\nMetal\t Regrowth \nTime\t Seed \nCost\nBase metal (iron, copper), semiprecious gemstone (quartz, citrine), or oil\t10 years\t1,000 gp\nPrecious metal (silver, gold) or fancy gemstone (amethyst, topaz)\t50 years\t5,000 gp\nVery rare metal (mithril, adamantine) or very valuable gemstones (black opal, diamond)\t100 years\t15,000 gp", :key :renew-deposit, :school "transmutation", :name "Renew Deposit", :duration "Special", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a “seed” of the same type of material to be renewed worth at least 1,000 to 10,000 gp"}, :casting-time "6 hours", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :spirit-jaws {:description "You create a set of powerful, 5-foot-tall jaws made of magical force. The jaws are an object that has AC 15 and 30 hit points. If it drops to 0 hit points, the spell ends. The jaws don’t fill their space. When you cast the spell and as a bonus action on your subsequent turns, you can move the jaws up to 60 feet and direct them to attack, using your spell attack modifier. On a successful hit, the jaws inflict 5d10 piercing damage. If the target is a Medium or smaller creature you may choose to have the jaws grapple it (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and the jaws can’t bite another target.", :key :spirit-jaws, :school "evocation", :name "Spirit Jaws", :duration "1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a piece of bone from a carnivore’s jaw"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :death-grimace {:description "You touch a corpse and alter it in a specific way, such as by causing its face to twist in a horrific grimace, writing a glowing word, carving a rune or symbol on it, altering the color of its eyes, and so on. This is primarily used to “sign” the corpse to indicate it was killed by a specific person or for a specific reason. You cannot alter a corpse to be unrecognizable.", :key :death-grimace, :school "transmutation", :name "Death Grimace", :duration "Permanent", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :major-curse {:description "You touch a creature, and it 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\nChoose one ability score. That ability is reduced by 10 points, to a minimum of 3.\nThe creature had disadvantage on all attack, damage, and saving throws.\nThe creature is paralyzed for the duration of the spell.\nAny physical attack that creature suffers inflicts an additional 2d6 necrotic damage.\nThe creature begins to slowly die. After every long rest, it takes 1d10 damage of a type of your choice and its hit point total is reduced by 1 point. Its total is restored to normal only after this curse is lifted.\nA remove curse 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 the curse’s effect.\n\nAt Higher Levels. If you cast this spell using a spell slot of 7th level, the duration is 1 week. If you use an 8th-level spell slot, the duration is 1 month. If you use a 9th-level spell slot, the curse lasts until it is dispelled. Using a spell slot of 7th level or higher grants a duration that doesn’t require concentration.", :key :major-curse, :school "necromancy", :name "Major Curse", :duration "Concentration, up to 24 hours", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :magic-susceptibility {:description "One creature you touch must make a Wisdom saving throw. If it fails, it permanently has disadvantage on all saving throws against spells and other magical effects. If it had the Magic Resistance trait, it instead loses that trait. A remove curse will end this effect.", :key :magic-susceptibility, :school "transmutation", :name "Magic Susceptibility", :duration "Permanent", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :glassee {:description "You make an area of metal, stone, or wood of up to 6 square feet transparent as glass. Metal can be up to 4 inches thick; stone can be up to 1 foot thick, and wood can be up to 2 feet thick. You can choose to make the area transparent to everyone, make it transparent only to you, or to create a one-way mirror. This spell does not work on lead.\n\nAt Higher Levels. When you cast this spell with a 5th-level or higher spell slot, the duration increases to Concentration, up to 10 minutes. When you cast it with a 7th-level spell slot, the duration increases to 1 hour, with no need to concentrate.", :key :glassee, :school "transmutation", :name "Glassee", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small piece of glass"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :mass-swim {:description "Up to eight allies you choose, none of which may be farther than 30 feet away from another one, gain swimming speeds of 30 feet.", :key :mass-swim, :school "transmutation", :name "Mass Swim", :duration "10 minutes", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a fish scale"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :chariot-of-the-gods {:description "You summon a chariot pulled by two great horses, all of which is alight with elemental fire. The chariot appears in a clap of thunder and cloud of smoke. The chariot has a ground speed of 50 and a flying speed of 100, and you control it with verbal commands (no action required by you).\n\nYou and up to eight allies may ride in the chariot. Any creature other than yourself and your companions that is not immune to fire must make a Dexterity saving through if they come within 5 feet of the chariot or ends its turn there. It takes 1d10 fire damage on a failed saving throw, or half as much on a successful one.\n\nThe chariot and horses are physical objects. The horses have the same attributes as war horses (Monster Manual), save for the following: They are immune to fire and radiant damage and are vulnerable to cold damage, and each of their attacks does an additional 2d6 fire damage. The chariot has AC 16, 100 hit points, is immune to fire and radiant damage and vulnerable to cold damage. If the chariot or either of the horses is reduced to 0 hit points, the spell ends.", :key :chariot-of-the-gods, :school "conjuration", :name "Chariot of the Gods", :duration "12 hours", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a piece of wood, two holly berries, and a burning torch", :somatic true, :material true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :blizzard {:description "You create a blizzard with a radius of 60 feet centered on any point you choose within range. While in this storm, all creatures are lightly obscured, the ground becomes difficult terrain, and a strong, 20-mile-per-hour wind springs up, extinguishing all nonmagical flames and dispersing all gas-type attacks, including a green dragon’s breath weapon and spells such as cloudkill.\n\nIn addition, sharp slivers of ice fall. All creatures in the area must make a Constitution saving throw. A creature takes 6d6 cold damage on a failed saving throw or half as much on a successful one each round that they end their turn inside the blizzard.", :key :blizzard, :school "conjuration", :name "Blizzard", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "five acorns and any gem worth at least 50 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :glory-of-the-martyr {:description "You choose a willing creature within range. That creature’s armor class improves by +1. In addition, half of the damage that creature takes is transferred to you. If you die due to this spell, the creature to whom you are linked is partially healed and regains 2d10 hit points.\n\nThis spell remains active as long as that creature is within 30 feet of you. If the creature moves out of range, the spell ends.", :key :glory-of-the-martyr, :school "abjuration", :name "Glory of the Martyr", :duration "1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :dheryth-s-energy-globe {:description "You turn a gem into a minute gateway to the Positive Plane; you may then throw it (range 15/30), drop it, hide it somewhere, and so on. At the end of the next round, the gem explodes. All creatures within 10 feet of the gem must make a Dexterity saving throw. A creature takes 11d6 radiant damage on a failed saving throw, or half as much damage on a successful one.", :key :dheryth-s-energy-globe, :school "evocation", :name "Dheryth’s Energy Globe", :duration "1 round", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a gemstone worth at least 20 gp, which is consumed in the casting of the spell", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Touch"}, :endless-dance {:description "You begin dancing wildly and all creatures within range who can see you must make a Wisdom saving throw. A creature who fails drops whatever it is holding and begins dancing with you. The creature may make a new saving throw at the end of each minute. After the first minute, the creature begins taking 1d10 bludgeoning damage each round until the spell ends or, the creature successfully makes a saving throw, or the creature is incapacitated. You only need to dance for once round.", :key :endless-dance, :school "enchantment", :name "Endless Dance", :duration "Concentration, up to 10 minutes", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (100-foot radius)"}, :encrypt {:description "You render one message of 100 words or less permanently unreadable by everyone save you and one other specific creature named when you cast the spell. This message remains indecipherable even to spells such as comprehend languages, although a dispel magic will remove the encryption. This message may be written on any media you wish and you do not have to be the original writer of the message.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may encrypt an additional 100 words per slot level above 3rd.", :key :encrypt, :school "illusion", :name "Encrypt", :duration "Permanent", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pinch of dust or fluff and a feather", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :giant-size-minute-size {:description "With this spell, you make yourself enormously large or extremely tiny.\n\nWhen you enlarge yourself, you grow to be 80 feet tall and your weight increases by 1,000 times. Your size becomes Gargantuan. Until the spell ends, your Strength increases to 30 (+5) and you gain 50 temporary hit points. Your physical attacks do 3d6 extra damage and you have advantage on Strength checks and Strength saving throws. In addition, your armor class improves by +10 and your walking speed is doubled. However, you have disadvantage on Dexterity checks and saving throws. The temporary hit points last until the spell ends.\n\nWhen you shrink yourself, you shrink to be 6 inches tall and your weight decreases to 2 ounces. Your size becomes Tiny. Until the spell ends, your Strength decreases to 3 (-4), your speed decreases to 5 feet, and all physical attacks do no more than 1 point of damage. However, you have advantage on all Dexterity checks and Dexterity saving throws, you gain a +4 bonus to your armor class when being attacked by creatures of Medium-size or larger, and you can move through spaces as narrow as 1 inch without squeezing.\n\nAt Higher Levels. If you cast this spell with a 9th-level spell slot, the duration increases to 10 minutes.", :key :giant-size-minute-size, :school "transmutation", :name "Giant Size/Minute Size", :duration "1 minute", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a dragon’s scale or hairs from a giant’s head", :verbal true, :somatic true, :material true}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :elonia-s-glamer {:description "You subtly change the appearance of yourself or one other humanoid, making that person more or less attractive. This does not make that person look like someone else.\n\n\n\nIf you make the target more attractive, the target’s skin clearer and smoother, their teeth straighter and whiter, and their hair thicker and more lustrous. For the duration, the target has advantage on all Charisma skill checks designed to elicit positive reactions.\n\nIf you make the target more unattractive, the target will appear lackluster, grungy, and unkempt. It will have disadvantage on all Charisma skill checks designed to elicit positive reactions. An unwilling target may make a Wisdom saving throw to resist.\n\nAt Higher Levels. When you cast this spell with a second level spell slot, the duration increases to 24 hours. When you cast this spell with a 3rd-level or higher spell slot, the duration increases by 24 hours for each slot level above 2nd.", :key :elonia-s-glamer, :school "illusion", :name "Elonia’s Glamer", :duration "8 hours", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of ruby dust and a pinch of chalk dust", :somatic true, :material true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :pleasant-dreams {:description "A creature you touch is ensured not only pleasant dreams, but also cannot be affected by dream-affecting spells, such as dream or symphonic nightmare (q.v.), nor can it be subject to a nightmare hag’s Nightmare Haunting ability or other similar abilities.", :key :pleasant-dreams, :school "abjuration", :name "Pleasant Dreams", :duration "24 hours", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "25 gp worth of incense, which you burn when you cast this spell"}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :merchant-s-glamer {:description "You make an object that is for sale appear to be of much higher quality than it actually is worth. Dings, cracks, and dents are erased, dull or dingy parts are shined and polished, low-quality materials are made to appear high-quality, and the signs of poor craftsmanship are erased. The object appears to be worth two or more times as much than it normally would. You may cast this spell on living creatures, but only if it is for sale and has an Intelligence of 4 or lower. You can make an old, broken-down nag appear to be spirited and full of life, or a mangy mutt seem like a champion dog, but you couldn’t cast this on an intelligent creature that was being sold into slavery. This spell does not force a potential buyer to purchase the item, but it does make the item far more appealing.\n\nIf an item covered with this spell is touched by a piece of iron, the DM will roll a d6. On a roll of 1, the spell instantly ends.", :key :merchant-s-glamer, :school "illusion", :name "Merchant’s Glamer", :duration "24 hours", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a tuft of wool"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "10 feet"}, :cone-of-acid {:description "A jet of bubbling acid erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 7d8 acid damage on a failed save, or half as much damage on a successful one. A creature killed by this spell dissolves into a puddle of stinking goo.\n\nIf a target takes at least 10 points of damage and is wearing nonmagical armor, the armor’s AC is permanently reduced by one level of effectiveness. If the armor is reduced to AC 10, it is destroyed.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", :key :cone-of-acid, :school "evocation", :name "Cone of Acid", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a citrus fruit", :somatic true, :material true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (60-foot cone)"}, :infernal-wound {:description "You imbue a weapon you wield with fiendish energies; the first wound the weapon inflicts will boil and wither. A creature struck by the weapon will take 5 necrotic damage at the beginning of each of its turns for the spell’s duration.\n\nAny sort of magical healing will stop the hit point loss, as will an Wisdom (Medicine) skill check, with the DC equal to your spell save DC.", :key :infernal-wound, :school "transmutation", :name "Infernal Wound", :duration "Concentration, up to 1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :dirge-of-discord {:description "You play jarring music and up to 6 creatures you see within range are forced to make a Wisdom saving throw. Those who fail are unnerved and uncoordinated, and have disadvantage on all attack rolls and Dexterity ability checks and saving throws and have their speed reduced to one-half normal.", :key :dirge-of-discord, :school "enchantment", :name "Dirge of Discord", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of ashes", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :favor-of-serendipity {:description "Granted by gods of luck and travel, you cast this spell and one unexpected event occurs in your favor. This spell only functions when you are in a dangerous or taxing conditions. For instance, you might find shelter during a storm, stumble across the rare herb needed to cure an ally of poison, find a source of fresh, clean water in the desert, or have a chance rockslide cut of the horde of orcs that’s chasing you.\n\nYou are not in control of the chance event and if your god feels that you are abusing this spell, it may refuse to answer your prayer or cause you to suffer from a dangerous consequence instead.", :key :favor-of-serendipity, :school "abjuration", :name "Favor of Serendipity", :duration "1 week or until triggered", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Special"}, :disarm {:description "You create a minor telekinetic burst of force and aim it at a weapon or other object held in a target’s hand. The target must make a Dexterity saving throw or drop the weapon. This can only affect objects that are held in one hand.\n\nWhen you reach 11th level, your target has disadvantage on its saving throw.", :key :disarm, :school "evocation", :name "Disarm", :duration "Instantaneous", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "30 feet"}, :animate-golem {:description "You cast this spell on an inanimate body made of clay, flesh, iron, stone, or other material, summoning a nearly-mindless elemental spirit to inhabit the body, which animates it as a golem under your command. Note that the cost of the spell does not include to cost of creating the golem. You do not need to personally construct the golem’s body. Your DM has its attributes.\n\nOn each of your turns, you can use a bonus action to mentally command the golem if it is within 60 feet of you (if you control multiple golems, you can command any or all of them at the same time, issuing the same command to each one).\n\nYou decide what action the golem 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 golem only defends itself against hostile creatures. Once given an order, the golem continues to follow it until its task is complete.\n\nEach week, roll a d20. On a roll of 1, it may make a Wisdom saving throw. If it succeeds, it will break free of your control and stops obeying any command you’ve given it. To re-establish control of the golem if this occurs, you must cast this spell on the creature again.", :key :animate-golem, :school "transmutation", :name "Animate Golem", :duration "Permanent", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "an ounce of gorgon’s blood, and incense and materials other worth at least 1,000 gp, which is consumed when you cast this spell"}, :casting-time "8 hours", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :glyph-of-warding-new-variants- {:level 3, :school "abjuration", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :option-pack "The (Not Really) Complete Tome of Spells", :name "Glyph of Warding (New Variants)", :description "These are new variants of the spell glyph of warding that appears in the Player’s Handbook.\n\nNecromantic Runes. When this rune is triggered, a violent explosion of energy from the Negative Plane strikes the creature who disturbed it. The creature must make a Dexterity saving throw. It takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one, and its hit point total is reduced by that amount. This hit point reduction lasts until the creature takes a short or long rest.\n\nSepia Snake Sigil. When triggered, a magical snake made of glimmering brown force springs into being and attacks the nearest living creature (other than you) within 10 feet of it, using your spell attack modifier. On a hit, it engulfs the target in a shimmering amber field of force. On the creature’s next turn, it may attempt to escape the field (escape DC equal to your spell save DC). If unsuccessful, the target is restrained and incapacitated. These conditions remain for 8 hours, until you release the restrained creature, or a dispel magic spell is cast on it. While in the amber field, the creature does not age or need to eat, drink, breathe, or sleep.", :key :glyph-of-warding-new-variants-}, :love-charm {:description "You attempt to beguile a target that you can see within range. That creature must make a Wisdom saving throw. If it fails, it is charmed by you. The charmed creature falls madly in love with you or with a target of your choice. It is not under your control, but will take your requests in the most favorable way and will attempt to protect you and to be near you as much as possible. If the target’s saving throw is successful, the target will be immune to this spell for 1 week. When the spell ends, the creature knows it was charmed by you.\n\nThis spell can be ended with a dispel curse.\n\nAt Higher Levels. When you cast this spell with a 6th-level spell slot, the duration increases to 1 day. When you cast it with a 7th-level or higher spell slot, the duration increases by 1 day for each slot level above 6th.", :key :love-charm, :school "enchantment", :name "Love Charm", :duration "12 hours", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "something belonging to the spell’s subject and target"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :whisper-s-damage-transference {:description "You point one creature you see within range. That creature must make a Constitution saving throw. On a failure, you may “transfer” up to 50 hit points worth of damage you have taken to that creature and steal as many hit points back, thus healing yourself. You cannot regenerate lost or crippled limbs through this method. If the creature has fewer hit points than you are attempting to transfer, you may transfer enough to bring it down to 1 hit point.", :key :whisper-s-damage-transference, :school "necromancy", :name "Whisper’s Damage Transference", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :refusal {:description "You create a ward that prevents any creature with spellcasting or innate spellcasting abilities from passing through, unless they first make a saving throw using its spellcasting ability. This ward occupies ten 10-foot cubes. Each cube must have at least one face adjacent to the face of another cube. You may choose to create a password or specify a certain type of creature (“any elf” or “anyone who bears a badge of the House of Maanas”) that may pass unhindered. If a creature attempts to teleport or use another form of extradimensional travel to pass the ward, it must first succeed a Wisdom saving throw.\n\nThis ward ignores all cantrips and doesn’t prevent creatures who know only cantrips, either through regular or innate spellcasting, from passing through.", :key :refusal, :school "abjuration", :name "Refusal", :duration "8 hours", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a pinch of dust from a wizard’s tomb"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "160 feet"}, :infected-wounds {:description "You choose a creature within range to make a Constitution saving throw. If it fails, it’s cursed, and all the wounds that creature takes for the duration of the spell become infected and begin oozing with pus. Its hit point maximum is reduced by the amount of damage it takes during this time. If the creature’s hit point maximum is reduced to 0, the creature dies. A greater restoration or remove curse spell will end the effect. The creature’s hit point maximum returns to normal once this spell has ended and the creature takes a long rest.\n\nAt Higher Levels. When you cast this spell with a 5th-level or higher spell slot, the duration increases by 24 hours for every spell slot level above 4th.", :key :infected-wounds, :school "necromancy", :name "Infected Wounds", :duration "24 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a powdered opal worth 10 gp or more"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "90 feet"}, :inaudibility {:description "One creature you touch becomes silenced; all sounds made by that creature are completely muted. While this spell is in effect, the creature cannot speak or cast spells with verbal components. Objects that the target is carrying are also silenced, but anything thrown, dropped, or bumped into will still make noise.\n\n\n\nThe target can still hear and this spell provides no protection against thunder damage or other effects that require hearing to work. If the target is unwilling, it may make a Wisdom saving throw to resist. However, while this spell is in effect, the target has advantage on Dexterity (Stealth) rolls.", :key :inaudibility, :school "illusion", :name "Inaudibility", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :material true, :material-component "a small wad of cotton"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :thunderous-footfalls {:description "You choose one willing creature within range. Each step that creature takes so incredibly powerful it shakes the very earth. All creatures within 5 feet of the target who are of the same size category as or smaller than the affected creature must succeed at a Strength saving throw or be knocked prone.", :key :thunderous-footfalls, :school "evocation", :name "Thunderous Footfalls", :duration "Concentration, up to 1 round", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :death-knell {:description "You touch a dying creature (one that is at 0 hit points but is not yet dead) and steal what remains of its life force for yourself. Your target must make a Constitution saving throw. If it fails, it dies and you gain 5 temporary hit points.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you gain an additional 5 temporary hit points per slot level above 2nd.", :key :death-knell, :school "necromancy", :name "Death Knell", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :shape-wood {:description "You touch a piece of dead wood of Medium size of smaller or a section of wood no more than 5 feet in any dimension and form it into any shape that suits your purpose. For example, you could turn a fencepost into a stool or a fallen branch into a bucket, or cause two wooden doors to meld together. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.", :key :shape-wood, :school "transmutation", :name "Shape Wood", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "soft clay, which must be worked into roughly the desired shape of the wooden object", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :coalthirst-s-universal-mindbender {:description "You attempt to reshape another creature’s core personality. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and the target’s personality is unaffected.\n\nWhile this charm lasts, you may completely alter one of the creature’s personality traits, ideals, bonds, flaws, or alignment. You can also change one its memories, as per the modify memory spell, and that memory can have had happened at any point in that creature’s life. Each change takes one action to complete.\n\nYou may change any number of minor behaviors, such as nervous habits and unconscious mannerisms, personality quirks, trivial memories, or opinions on inconsequential matters. For instance, you can cause a target to stop spitting and belching in public, or to forget about that one time the baker overcharged him that he has been harping about ever since.\n\nThis spell cannot be used to alter attributes or remove or grant abilities, but can be used to convince the target attempt to gain new abilities or refuse to use existing one.", :key :coalthirst-s-universal-mindbender, :school "enchantment", :name "Coalthirst’s Universal Mindbender", :duration "Concentration, up to 1 minute", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "rare incense worth at least 1,000 gp"}, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :eternal-rest {:description "You fire a beam of golden light at one undead creature within range. Make a ranged spell attack to hit. An undead creature of CR 6 or lower is utterly destroyed and crumbles into dust. A more powerful undead creature must make a Wisdom saving throw. It takes 12d10 radiant damage on a failed saving throw, or half as much on a successful one. If you present the undead with an object or substance that it hates or fears (such as garlic or a holy symbol to a vampire), it has disadvantage on its saving throw.", :key :eternal-rest, :school "necromancy", :name "Eternal Rest", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :learn-language {:description "You must touch a creature that speaks a language you don’t know, or a book or scroll written in a language you don’t know. You will then instantly and permanently learn that language in both spoken and written forms.", :key :learn-language, :school "divination", :name "Learn Language", :duration "Permanent", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :brambles {:description "A wooden or primarily wooden weapon you are wielding (such as a club or staff) grows thorns and barbs all over its striking surface. For the spell’s duration, it does 2d4 additional points of piercing damage.", :key :brambles, :school "transmutation", :name "Brambles", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a small thorn", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :detect-secret-passages-and-portals {:description "For the duration, you can sense the presence of secret doors and compartments that have been deliberately constructed to escape detection. You do not gain any understanding of how to open them. This spell does not detect traps or other hidden objects that can harm you.", :key :detect-secret-passages-and-portals, :school "divination", :name "Detect Secret Passages and Portals", :duration "Concentration, up to 1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (10-foot radius sphere)"}, :amulet {:description "You create a token out of polished semi-precious gemstones, old coins, bundles of dried herbs, or other such things, and attach to it object that once belonged to or was part of a specific creature. While making the token, you must name that creature or at least provide a recognizable description of it (such as “the vampire Ebon Thuthane” or “the one-eyed giant boar that destroyed hamlet of Marswick”). You may then wear this token or give it to someone else.\n\nWhen the person who wears the token confronts this creature in melee combat, the creature must make an Intelligence saving throw when it sees the token. If it fails, it will be at disadvantage on its first attack roll on each of its turns when it attacks the amulet’s wearer. One minute after the creature first sees the amulet, it is destroyed and the spell ends.", :key :amulet, :school "abjuration", :name "Amulet", :duration "1 month", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "objects worth at least 5 gp and an item that once belonged to the target creature or a piece of that creature"}, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :early-judgment {:description "You grant a vision to one creature you can see within range, showing it the afterlife it will enjoy or suffer in the afterlife should it continue on its current path. Your target must make a Wisdom saving throw. On a failure, it is stunned for the duration of the spell, fascinated, horrified, or confused by what it sees. It may make a new saving throw at the start of each of its turns, ending the effect on a success.", :key :early-judgment, :school "divination", :name "Early Judgment", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :otiluke-s-orb-of-containment {:description "You create a spherical container made of pure magical force that shines with oily rainbow colors. It forms around an inanimate, non-living object or substance of your choice. The object must be of Tiny or Small size. The container is completely unbreakable and the object inside is held in stasis, so it doesn’t age. You may use this orb to contain fire, in which case the flames do not consume any fuel, but the range of the light they shed is halved. You may carry the orb with you; the orb itself is weightless but it doesn’t alter the weight of its contents. When the spell ends, the contents inside the orb are released.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by an extra day for each slot level above 3rd.", :key :otiluke-s-orb-of-containment, :school "evocation", :name "Otiluke’s Orb of Containment", :duration "1 day", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a diamond worth at least 100 gp, which is shattered when the spell is cast", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :resounding-blow {:description "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, your weapon resounds with a thunderous clash. The target suffers the attack’s normal affects, and then takes an additional 6d10 thunder damage, and the target must make a Constitution saving throw. On a failure, the target is stunned until the end of its turn and deafened for 1 minute. It may make a new saving throw at the end of each of your turns, ending the deafness on a success.", :key :resounding-blow, :school "evocation", :name "Resounding Blow", :duration "1 round", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :wingbind {:description "You create a web of force that wraps around the wings and body of any one creature with wings within range. The creature is grappled (escape DC equal to your spell save DC) and can’t fly until it escapes the grapple. If the creature is flying, it falls.", :key :wingbind, :school "evocation", :name "Wingbind", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "400 feet"}, :mass-protection-from-evil-and-good {:description "For the duration, you and up to eight willing creatures you choose that are within range are protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.\n\nThe protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.", :key :mass-protection-from-evil-and-good, :school "abjuration", :name "Mass Protection from Evil and Good", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "holy water or powdered silver and iron, which the spell consumes", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :battle-cry {:description "You let loose a shout of challenge and up to 6 hostile creatures in range that you choose and that have CRs of 2 or less must make a Wisdom saving throw or be stunned until the end of their next turn. However, once they have recovered from their stun, their sights will be set on you and they will attack you first.", :key :battle-cry, :school "enchantment", :name "Battle Cry", :duration "1 round", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-yard-radius sphere)"}, :lay-of-the-land {:description "This spell grants you an overview of the land within 10 miles of your position. You gain knowledge of the general location of the major natural landmarks and settlements of at least 100 people, as if you were looking at an area map. You have advantage on Wisdom (Survival) checks made to locate such landmarks and settlements.", :key :lay-of-the-land, :school "divination", :name "Lay of the Land", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a lodestone, which is destroyed in the casting of the spell"}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self (10-mile radius)"}, :deepen-shadows {:description "Over the course of a minute, the shadows in a 10-foot cube grow larger, deeper, and more concealing, causing a brightly-lit area to become dimly lit, and a dimly-lit area to become dark. The change is so gradual that it requires a Wisdom (Insight) check, using your spell save DC, to notice it while it is occurring. Any light-based spell, even that created by another 0th-level spell, will instantly end this spell. A mundane light source’s illumination is reduced by 5 feet for both dim and bright light.\n\nThe size of the area that can be affected increases when you reach 5th level (20-foot cube), 11th level (40-foot cube), and 17th level (80-foot cube).", :key :deepen-shadows, :school "illusion", :name "Deepen Shadows", :duration "1 hour", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :know-customs {:description "You choose a creature that has an Intelligence of 5 or higher and magically force it to make an Intelligence saving throw. On a failure, you gain the knowledge the creature possesses on local restrictions and taboos, upcoming and important holidays and observances, and typical things that “everyone knows” (or at least, everyone in your chosen target’s social class). In game terms, you have advantage on any Intelligence ability check made to recall common knowledge information about the area and on any Charisma ability check made to convince people that you are from that area or when engaging in cultural rituals specific to that area.\n\nNote that this spell does not differentiate between fact and fiction and thus things that “everyone knows” about the area might be completely wrong.", :key :know-customs, :school "divination", :name "Know Customs", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :dig {:description "This spell digs a hole 5 feet wide and 5 feet deep in a single round. In each subsequent round, you can choose to make the hole wider by five feet or deeper by five feet. You may dig through nonmagical, unworked earth, sand, mud, gravel, or loose rocks, but not through solid rock.\n\nThis spell can also be used to inflict damage against earth elementals and constructs made of earth or clay. The target earth elemental must make a Constitution saving throw. The target takes 3d10 force damage on a failed saving throw, or half as much damage on a successful one.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may dig through solid, unworked rock, and can be used to target constructs made of stone..", :key :dig, :school "transmutation", :name "Dig", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a miniature shovel and bucket"}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "100 feet"}, :mark-of-justice {:description "You touch your target’s forehead and mark it with a cursed sigil; the sigil then vanishes from normal sight, although spells such as detect magic or true seeing will reveal its presence. The target must either be willing or restrained and there is no saving throw allowed to resist it. You name a particular action or behavior that will trigger the curse. Should the target perform that actions, the sigil becomes visible and the target is then cursed, as per the bestow curse spell. You may also name a password that, if spoken within 10 feet of it, will trigger the curse.\n\nThis curse is permanent for as long as the sigil remains. The mark of justice can’t be dispelled or removed with remove curse, but it can be removed with greater restoration. Once the curse has been triggered, it can be ended with a remove curse.\n\nAt Higher Levels. When you cast this spell with a 7th-level or higher spell slot, you may inflict a major curse (q.v.) instead.", :key :mark-of-justice, :school "evocation", :name "Mark of Justice", :duration "Permanent", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :alpha-s-starshield {:description "You are enveloped in a nearly skin-tight magical shield that briefly looks like a moonless night sky before fading to a faint, starry shimmer. While this spell is in effect, you are immune to radiant damage and to being blinded. You also have advantage on any saving throw to resist spells that uses light or color to blind, charm, confuse, or damage you.\n\nYou can see through magical darkness and gain darkvision to 60 feet; if you already have darkvision, it expands to an additional 30 feet. Finally, you also gain advantage on all Dexterity (Stealth) rolls when in dim light or darkness.", :key :alpha-s-starshield, :school "abjuration", :name "Alpha’s Starshield", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a black sapphire and a star sapphire, each worth at least 100 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Self"}, :shadowstrike {:description "You gain the ability to harm a creature by striking at its shadow. The shadow is treated as if it has AC 10 + the creature’s Dexterity modifier, but it has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. If the creature that is wearing magical protection, the shadow also has that protection but otherwise gains no benefits from armor. This spell doesn’t work in darkness.", :key :shadowstrike, :school "evocation", :name "Shadowstrike", :duration "1 round", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :ray-of-paralysis {:description "A green beam of enervating energy shoots from your finger towards a creature within range. Make a ranged spell attack against the creature. On a hit, the creature becomes paralyzed for the duration. At the end of each of the creature’s turns, it may make a Constitution saving throw, ending the effect on a success.", :key :ray-of-paralysis, :school "necromancy", :name "Ray of Paralysis", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :succor {:description "You enchant a specially-prepared object, such as a statuette, a gemstone, etc., and give it to a willing creature; at the same time, you tell that creature the command word. When it speaks the command and breaks or crushes the item, that creature, along with everything it is carrying, is instantly teleported to your home (or to another safe place you specify when you cast the spell).\n\nYou may also use the object yourself.", :key :succor, :school "conjuration", :name "Succor", :duration "Until triggered", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "gemstones totaling at least 5,000 gp, which are consumed in the casting of the spell", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :fertility {:description "You touch a willing creature, or any beast or monstrosity with an Intelligence of 4 or lower. For the duration, that creature becomes incredibly fertile. The creature is all but guaranteed to become pregnant or sire offspring with its next mating. You may not use this spell on yourself, although you can use it on your partner.", :key :fertility, :school "transmutation", :name "Fertility", :duration "1 week", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a seed", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :sand-spray {:description "You produce a 30-foot cone of sand. All creatures in that area must make a Dexterity saving throw or take 3d10 piercing damage and be blinded for 1 minute; on a successful roll, a creature is blinded until the end of its next turn but is otherwise unharmed. A creature may make a new saving throw at the end of each of its turns, ending the effect on a success.", :key :sand-spray, :school "conjuration", :name "Sand Spray", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pinch of sand", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot cone)"}, :rusting-grasp {:description "You touch a metallic object and cause it to rust or corrode. This inflicts 4d10 acid damage each round to an inanimate object such as an iron wall. Magical metallic objects take half damage. Gold and platinum cannot be affected by this spell. If you touch metal armor or a metal shield, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to AC 10 or a shield that drops to a +0 bonus is destroyed. If you touch a metal weapon, the weapon takes a permanent and cumulative -1 to the damage it deals. If the penalty drops to -5, the weapon is destroyed. Touching metallic weapons and armor in combat requires you to make melee spell attack.\n\nYou may use this to attack a metallic creature, such as an iron golem or a gorgon. The creature may make a Constitution saving throw. The creature takes 4d10 acid damage on a failed roll, or half as much damage on a successful one.", :key :rusting-grasp, :school "transmutation", :name "Rusting Grasp", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "the antenna or a scale from a rust monster", :somatic true, :verbal true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :kiss-of-weakness {:description "\nYour kiss drains the vitality from the next target you kiss. Your target may make a Constitution saving throw. On a failure, it is stunned until the end of its next turn and has disadvantage on all Strength and Constitution attack rolls, ability checks, and saving throws for 1 hour. A lesser restoration or remove curse will remove this condition.\n\nYou must be able to kiss the target’s skin (although you do not need to kiss its lips), or you can kiss it through thin cloth. If the creature is in combat, you must succeed at a melee spell attack to kiss it; if not in combat, the creature must be willing to be kissed, restrained, or unaware.", :key :kiss-of-weakness, :school "necromancy", :name "Kiss of Weakness", :duration "1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :stormrage {:description "The power of storms wraps around you, giving you many powers. You gain a flying speed of 60 feet (if you already have a flying speed, it increases by 60 feet). You are immune to damage and other effects caused by magical and natural winds. You become immune to bludgeoning, piercing, and slashing damage from nonmagical thrown weapons and missiles, and gain resistance to lightning and thunder damage. Finally, once each turn you may use your action to fire a bolt of lightning from your eyes. This inflicts 5d10 lightning damage on a successful hit.", :key :stormrage, :school "transmutation", :name "Stormrage", :duration "Concentration, up to 10 minutes", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :frostfire {:description "You point to a fire of any size within range and change it so that it becomes cold, not hot. For the duration of the spell, the flames burn clear blue. The fire must be one that burns for at least one minute, not one with an instantaneous duration (such as a fireball spell). This spell produces one of three effects:\n\nChilled Flame. You make a ranged spell attack against one fire elemental or creature that is aflame due to magical or natural ability such as a balor or flameskull, or a creature under the effect of a fire aura (q.v.) or fire shield spell. On a hit, you inflict 3d10 cold damage to that creature. This attack is instantaneous.\n\nYou can also cast this spell on a creature that has been set on fire and is taking damage because of that. This spell will automatically extinguish the flames without damaging the target.\n\nCold Flame. The flame inflicts cold damage instead of fire damage.\n\nCool Flame. All heat is removed from the flame. It burns fuel and produces light but causes no damage if touched and cannot set anything other than the fuel you give it on fire.", :key :frostfire, :school "transmutation", :name "Frostfire", :duration "Concentration, up to 1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a piece of ivory, a pinch of soot, and a shard of clear crystal", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "100 feet"}, :alpha-s-heat-lightning {:description "You call down a bolt of purplish-red lightning, which strikes a single creature you can see within range. Make a ranged spell attack to hit. On a success, that creature takes 4d10 fire damage and 4d10 lightning damage. If the creature is wearing nonmagical metallic armor or carrying a metallic weapon, the creature takes an additional 1d10 lightning damage. The lightning will also set combustibles on fire.\n\nAt Higher Levels. If you cast this spell with a 6th-level or higher spell slot, you inflict an additional 1d10 lightning damage for each slot level above 5th.", :key :alpha-s-heat-lightning, :school "evocation", :name "Alpha’s Heat Lightning", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a short glass rod, a bit of fur, and a bit or iron or lodestone", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "120 feet"}, :teleport-object {:description "You may teleport a Tiny-sized inanimate object to any location on the same plane as you. The destination you choose must be familiar to you, and your familiarity with the destination determines whether the object arrives their successfully.\n\nThis spell otherwise acts exactly as the teleport spell. The DM should roll on the table listed for the teleport spell.\n\nAt Higher Levels. When you cast this spell with a spell slot of 4th level, you may teleport a Small-sized item. When you cast it with a spell slot of 5th-level spell slot, you may teleport a Medium-sized item. When you cast it with a spell slot of 6th-level or higher, you may teleport a Large-sized item. However, the cost of the material components increases to 50 gp for a Small item, 100 gp for a Medium item, and 250 gp)", :key :teleport-object, :school "conjuration", :name "Teleport Object", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a golden disk worth at least 25 gp", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :imprison-possessor {:description "With words of binding and the closing of your fists, you trap a creature that can possess or inhabit other creatures (whether by spell such as magic jar or possession (q.v.) through natural ability, such as with ghosts) within the body it is currently possessing.\n\nThe creature may make a Wisdom saving throw to resist. If it fails, it cannot leave the body it is in and, when that body dies, it dies as well.", :key :imprison-possessor, :school "abjuration", :name "Imprison Possessor", :duration "Permanent", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :moment-of-prescience {:description "Your magically-enhanced sixth sense gives you an amazing ability to control your fate. While the spell is active, you may choose to modify three actions or reactions you take by a bonus equal to twice your spellcasting attribute modifier. You cannot have this spell active more than once at a time.", :key :moment-of-prescience, :school "divination", :name "Moment of Prescience", :duration "1 hour", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :orb-of-electricity {:description "A ball of crackling sparks, no larger than 3 inches across, appears in your palm and fires itself at a target you choose within range. Make a ranged spell attack to hit. On a success, you inflict 4d6 lightning damage and the target must make a Constitution saving throw or become stunned until the end of its next turn.\n\nAt Higher Levels. When you cast this spell with a 3rd level or higher spell slot, you inflict an additional 1d6 damage for each slot level above 2nd.", :key :orb-of-electricity, :school "conjuration", :name "Orb of Electricity", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :seal-portal {:description "You permanently seal an interplanar gate or portal, preventing any use of it. This doesn’t destroy the gate; if this spell is dispelled, then the gate is usable again.", :key :seal-portal, :school "abjuration", :name "Seal Portal", :duration "Permanent", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a bar of silver worth 50 gp."}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :legolath-s-weird-wildball {:description "A brilliant, many-colored streak flashes from your pointing finger to a point you choose within range, before blossoming into an explosion of violent energy conjured from the Elemental Chaos.\n\nEach creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes full damage on a failed saving throw or half as much on a successful one. The exact amount and type of damage is different for each version of the spell. The sphere spreads around corners.\n\nd20\tWildball Type\n1\tAirball. A blast of concussive air inflicts 6d6 bludgeoning damage to targets, who must also succeed at a Constitution saving throw or be deafened for 1 minute. The creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success.\n2\tAshball. A cloud of cloying ashes inflicts 6d6 cold damage to targets and causes the area to become heavily obscured. The cloud lingers in the air for 1 minute or until it is dispersed by a strong wind. A creature that starts its turn within the cloud must make a Constitution saving throw or be poisoned until the end of its turn.\n3\tDeathball. A ball of dull black smoke inflicts 6d6 necrotic damage to a target. Undead in the spell’s area of effect take no damage and instead regain a number of hit points equal to the necrotic damage dealt. Hit points in excess of its normal hit point total become temporary hit points. If a living creature dies because of this spell, it will rise in 1d4 minutes later as either a wight or a specter (50 percent chance of either). Constructs are unaffected by this spell. In addition, the spell’s area is magically dark for 1 minute, as per the darkness spell.\n4\tDustball. A cloud of thick dust inflicts 6d6 necrotic damage and causes the area to become heavily obscured. The cloud lingers in the air for 1 minute or until it is dispersed by a strong wind. A creature that starts its turn in the cloud must make a Constitution saving throw against poison or spend its action coughing. Creatures that don’t need to breathe or are immune to poison are immune to this effect. Finally, the dust’s essence of decay causes all weapons made of metal in the spell’s area to take a permanent -1 penalty to damage rolls, and causes all armor and shields made of metal to take a permanent -1 penalty to the AC it offers.\n5\tEarthball. A ball of stone inflicts 6d6 bludgeoning damage to the targets. A creature who fails its saving throw must succeed at a Strength saving throw or be knocked prone.\n6\tFireball. This acts identically to the fireball spell, save that it does 6d6 fire damage.\n7\tIceball. This acts identically to the iceball spell (q.v.), save that it does 6d6 cold damage.\nd20\tWildball Type\n8\tLifeball. A ball of shimmering silver light restores 6d6 hit points to a target other than a fiend or undead that succeeds at its saving throw, or half as much on a failed saving throw. Any excessive hit points gained by this spell are treated as temporary hit points. If a creature other than a celestial gains temporary hit points from this spell equal to twice its normal hit point total (i.e., if a creature with 20 hit points gains 40 or more temporary hit points), it explodes, inflicting 8d6 radiant damage to that creature and all creatures within 5 feet of it. If a living creature dies because of this damage, it will rise as a shadow 1d4 minutes later. Fiends and undead in the area instead take 8d6 radiant damage. Constructs are unaffected by this spell. In addition, the spell’s area is brightly lit for 1 minute.\n9\tLightball. A blast of brilliant golden light inflicts 6d6 damage. A creature that succeeded on its saving throw is blinded until the beginning of its next turn. A creature that failed is both blinded for 1 minute and is surrounded by a glowing nimbus, similar to that of a faerie fire spell, for 8 hours. A creature may make a new saving throw at the end of each turns, ending the blindness on a success. A dispel magic will automatically end the glow.\n10\tLightningball. This acts identically to the lightning bolt spell, save that it does 6d6 lightning damage.\n11\tMagmaball. A ball of viscous, glowing rock inflicts 3d6 bludgeoning damage and 3d6 fire damage. In addition, the ground in the spell’s area becomes difficult terrain, and a creature that starts its turn inside the area and in contact with the ground takes 1d6 fire damage.\n12\tMineralball. A cloud of whirling shards of crystal inflicts 6d6 piercing damage and causes the area to become lightly obscured. The cloud lingers in the air for 1 minute or until it is dispersed by a strong wind. A creature that starts its turn in the cloud takes 1d6 piercing damage. In addition, the crystalline essence causes all piercing and slashing metal weapons in the spell’s area to inflict +1 damage.\n13\tOozeball. A blob of gelatinous goo inflicts 6d6 acid damage. Any creature that failed its saving throw is grappled (escape DC equal to your spell save DC), can’t breathe, and risks suffocation (Player’s Handbook, chapter 8: Adventuring).\n14\tSaltball. A cloud of grains of salt inflicts 6d6 necrotic damage to targets and causes the area to become heavily obscured. The cloud lingers in the air for 1 minute or until it is dispersed by a strong wind. A creature that starts its turn within the cloud must make a Constitution saving throw or be poisoned until the end of its turn.\n15\tSmokeball. A cloud of thick, cloying smoke inflicts 6d6 fire damage and causes the area to be heavily obscured. The cloud lingers in the air for 1 minute or until it is dispersed by a strong wind. A creature that failed its saving throw is poisoned for 1 minute. In addition, a creature that starts its turn in the spell’s area must make a Constitution saving throw against poison or spend its action coughing and choking.\n16\tSteamball. A cloud of boiling steam inflicts 6d6 fire damage and lingers in the air for 1 minute or until it is dispersed by a strong wind. All normal fires are immediately extinguished, and new fires can’t be lit until the steam is dispersed. Magical fires created by spells of 3rd level or lower only do half damage in this spell’s area.\n17\tVacuumball. A glimmering ball of pure nothingness inflicts 6d6 force damage. A creature that starts its turn in the area must make a Constitution saving throw or be incapacitated until the beginning of its next turn and take 1d6 force damage.\n18\tWaterball. A ball of solid water inflicts 8d6 bludgeoning damage, and a creature that failed its saving throw has disadvantage on attack rolls and ability checks because of water in its lungs. It may make a new saving throw at the beginning of each of its turns, ending that effect on itself on a success.\n19\tRoll again, rerolling all 19s and 20s. The spell’s area of effect becomes either 60 feet or affects only a single target that was closest to point you chose (50 percent chance of either).\n20\tRoll again twice, rerolling all 19s and 20s. Half of the creatures affected by the spell will be affected by the first reroll’s damage type; the other half will be affected by the second reroll. Area affects caused are reduced to 10 foot-radius spheres.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. For the magmaball variant, it inflicts 1d6 more fire damage.", :key :legolath-s-weird-wildball, :school "conjuration", :name "Legolath’s Weird Wildball", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a multicolored stone", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "150 feet"}, :laeral-s-cutting-hand {:description "One of your hands gains a magical cutting edge. The merest touch of your hand will sever nonmagical ropes, sacks, and the like. Unarmed strikes do 1d12 + your Strength modifier in slashing damage.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you inflict an additional 1d12 damage per slot level above 1st.", :key :laeral-s-cutting-hand, :school "transmutation", :name "Laeral’s Cutting Hand", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :impregnate {:description "You impregnate a female creature. The offspring is biologically your child, even if either of you are sterile, you completely different species from the female, or are female yourself. Both you and your target must be living creatures--constructs and undead cannot be affected. If the target is unwilling, it may make a Constitution saving throw to resist. Aberrations, celestials, elementals, fey, fiends, and creatures that can switch sexes (such as doppelgangers) have advantage on the saving throw. Completely sexless creatures (such as oozes) be affected by this spell.\n\nOptionally, you may choose another creature to be the sire instead of yourself. You must be able to touch both targets to cast this spell. If that creature is unwilling, it may also make a Constitution saving throw to resist.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the incubation period is two-thirds as long as normal.", :key :impregnate, :school "transmutation", :name "Impregnate", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "an obsidian rod"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :blades-of-fury {:description "You summon five illusory flying longswords, which you set to duel other creatures within range. When you cast the spell and as a bonus action on your subsequent turns, you can move a sword up to 30 feet and cause it to attack a new target.\n\nYour swords attack using your spell attack modifier. On a hit, the sword inflicts 1d8 slashing damage. Each time a target is struck by a sword, it may make an Intelligence saving throw. On a success, the target becomes aware that the sword is an illusion, which causes the sword to vanish. If another creature is told that the swords are illusions or sees one vanish, that creature has advantage on its next saving throw.\n\nIf a creature is reduced to 0 hit points by these illusory blades, they instead drop to 1 hit point and fall unconscious.\n\nAt Higher Levels. When you cast this spell with a spell slot of 6th level or higher, you summon one additional sword per slot level above 5th.", :key :blades-of-fury, :school "illusion", :name "Blades of Fury", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a miniature longsword", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :sheets-of-acid {:description "You create a square wall of acidic vapors around you; each face is 10 feet wide and 5 feet thick, and it lasts for only a moment. All creatures and objects caught within it must make a Dexterity saving throw. A creature takes 8d8 acid damage on a failed saving throw, or half as much damage on a successful one. If a target takes at least 10 points of damage and is wearing nonmagical metallic armor, the armor’s AC is permanently reduced by one level of effectiveness. Armor reduced to an AC of 10 is destroyed.", :key :sheets-of-acid, :school "evocation", :name "Sheets of Acid", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a black dragon scale", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot-radius square)"}, :adamantine-weapon {:description "You transform your weapon into one made of pure elemental adamantine. It does an additional 1d8 damage on a successful hit.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you inflict an additional 1d8 damage per slot level above 2nd.", :key :adamantine-weapon, :school "transmutation", :name "Adamantine Weapon", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of diamond powder", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :ritual-strength {:description "You meditate for a few moments in order to prepare yourself for the strenuous tasks that lie ahead of you. For the duration, you can’t take any levels of exhaustion from any source.", :key :ritual-strength, :school "abjuration", :name "Ritual Strength", :duration "8 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :darklight-s-creeping-curse-of-frost {:description "You touch a single building and ice begins to slowly spread out from the point you are touching at a rate of 10 feet each minute, until the entire structure is coated with a layer of frost. The ice will even creep under doors and through windows and other openings, coating the inside the building up to 10 feet away from it. This ice is permanent. If it’s removed through mundane or magical means without first successfully casting dispel magic on it, it will grow back.\n\nThe entire structure will remain at freezing temperature, regardless of ambient temperature. Touching the ice with bare hands or through thin gloves or shoes causes 1 point cold damage at the end of each round a creature remains in contact with it. The grounds and floor or the building become difficult terrain. A creature that enters the area or ends its turn there must succeed on a Dexterity saving throw or fall prone.", :key :darklight-s-creeping-curse-of-frost, :school "transmutation", :name "Darklight’s Creeping Curse of Frost", :duration "Permanent", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a diamond worth at least 1,000 gp"}, :casting-time "1 hour", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :seal-mouth {:description "You target a creature within range that is capable of speech. That creature must make a Wisdom saving throw. On a failure, that creature cannot say anything insulting, critical, or otherwise defamatory or disparaging about you or one specific creature you choose--if the target tries, its lips seal shut. You can end this spell at any time, and a remove curse is also effective.", :key :seal-mouth, :school "enchantment", :name "Seal Mouth", :duration "1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :hungry-darkness {:description "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it\n\nThe area of darkness is filled with toothy, ravenous jaws that bite at anything that enters the area. It attacks using your spell attack modifier and may attack each creature inside it once at the end of each round; you may roll one attack for it, regardless of the number of creatures inside.\n\nA creature in the area takes 5d6 slashing damage each round, and its hit point total is reduced by half that amount (rounded down). If the creature’s hit point total is reduced to 0, the creature dies. This reduction to a creature’s hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration. If any of this spell’s area overlaps with an area of light created by a spell of 7th level or lower, the spell that created the light is dispelled", :key :hungry-darkness, :school "evocation", :name "Hungry Darkness", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a bat’s tooth"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "90 feet"}, :tentacles {:description "Two 10-foot-long, mottled green-gray tentacles grow out of your body. You may use them as manipulative limbs, or you may attack with them. You attack using your spell attack modifier. You may attack with a tentacle once each turn, in addition to your normal actions.\n\nIf you strike someone with this tentacle, it does 2d10 bludgeoning, and if the creature is your size or smaller, it is grappled (escape DC equal to your spell save DC). A grappled creature is restrained until the grapple ends. You may only grapple as many creatures as you have available tentacles. Each turn, you may use your extra action to squeeze the restrained creature, inflicting an additional 1d10 bludgeoning damage.\n\nEach tentacle has AC 11 + your Dexterity modifier and 15 hit points. Damage inflicted on a tentacle does not harm you.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you grow one additional tentacle for each spell slot higher than 5th level. For every two additional tentacles you have, you gain one additional attack with a tentacle.", :key :tentacles, :school "transmutation", :name "Tentacles", :duration "Concentration, up to 1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :material-component "a dried octopus tentacle"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (10-foot long tentacles)"}, :shut-up {:description "You cause the mouth of one creature in range to disappear; the creature may make a Constitution saving throw to resist. While this spell is in effect, the creature cannot speak, eat, or drink.\n\nAt Higher Levels: When you cast this spell with higher-level spell slots, the duration increases to concentration, up to 10 minutes (with a 2nd-level slot); up to 1 hour (with a 3rd-level slot), 8 hours (with a 4th- or 5th-level slot), or 24 hours (with a 6th-level or higher slot). In addition, when you use a 3rd-level or higher spell slot, you don’t need to concentrate.", :key :shut-up, :school "transmutation", :name "Shut Up", :duration "Concentration, up to 1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :material-component "a bandage"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :lightning-shield {:description "Crackling electrical sparks wreathes your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.\n\nThe sparks provide you with a warm shield or a chill shield, as you choose. The chill shield grants you resistance to lightning damage, and the warm shield grants you resistance to acid damage.\n\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with electricity. The attacker takes 2d8 acid damage from a warm shield, or 2d8 lightning damage from a cold shield.", :key :lightning-shield, :school "evocation", :name "Lightning Shield", :duration "10 minutes", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small bit of marble"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :anonymous-interaction {:description "You cast this spell on one creature with whom you are having a conversation and force that creature to make an Intelligence saving throw. On a failure, once the conversation is over, the creature will forget all but the most general information about you and what you spoke about.\n\nFor instance, if you cast this spell on a town guard and question her about a rash of mysterious murders that had recently occurred, and that guard was later asked about you and failed her save, she will remember she talked to somebody about something that seemed important, but won’t be able to remember details (“A male human…maybe elf? And he definitely had hair. Except…maybe it was a woman? Oh, and she was asking about stuff that was going on around here. Hmm…did I remember to tell him about the harvest festival next week?”) Creatures who are immune to being charmed are immune to this spell.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may affect one other target per slot level above 3rd.", :key :anonymous-interaction, :school "enchantment", :name "Anonymous Interaction", :duration "Special", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :odeen-s-magic-tailor {:description "You magically resize one nonmagical outfit or suit of armor to fit you or another creature within range you can see. When the wearer removes the outfit or armor, it reverts to its normal size.\n\nYou may make this spell permanent by casting it on a particular outfit or suit of armor each day for a month. The item will then switch between its normal size and the size you choose.", :key :odeen-s-magic-tailor, :school "transmutation", :name "Odeen’s Magic Tailor", :duration "Special", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a golden needle worth at least 1 gp", :material true, :verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :stun-ray {:description "You fire a bolt of electricity at a target within range. If you succeed at a ranged spell attack, you hit the target. The target is then stunned until the end of its next turn.", :key :stun-ray, :school "evocation", :name "Stun Ray", :duration "1 round", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a coiled copper wire"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :dire-charm {:description "You force a creature within range to make a Wisdom saving throw. If it fails, it is charmed by and and is filled with murderous rage. It will instantly go berserk and will seek to destroy everyone around it, friend and foe alike. It will not attack you, however, unless you attack it first.\n\nWhile raging, the creature has advantage on Strength checks and Strength saving throws, does bonus damage equal to your spell attack modifier when making an attack that uses Strength, and has resistance to bludgeoning, piercing, and slashing damage. The creature cannot cast spells or use missile attacks while raging. At the end of the rage, the creature will take a level of exhaustion, which lasts until it takes a long rest.", :key :dire-charm, :school "enchantment", :name "Dire Charm", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "200 feet"}, :lightning-storm {:description "A storm made of crackling electricity appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least once face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 8d10 lightning on a failed save, or half as much damage on a successful one, each round that the creature ends its turn in the storm and for one round afterwards.", :key :lightning-storm, :school "evocation", :name "Lightning Storm", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "150 feet"}, :call-society {:description "You point in a direction and cast this spell to alert other members of an organization you belong to, such as a Mages’ or Merchants’ Guild, that you require aid. An illusory (and obviously magical) bird springs into being and will fly in that direction. You may record a message of no more than 25 words in the bird before it leaves. The bird’s exact appearance is up to you.\n\nThe bird will fly in a straight line in the direction you choose to a maximum distance of 5 miles. If it passes within 1 mile of a fellow member of your organization it will divert its flight to meet that individual. When it approaches within 10 feet of its target, it will relay its message and then vanish. The target will also gain a brief mental image of the path the bird traveled and your location. If the bird travels the full five miles without sensing a co-member, it dissipates.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases by one mile for every slot level above 2nd.", :key :call-society, :school "illusion", :name "Call Society", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a badge, letter, or other symbol of membership", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "5 miles"}, :alpha-s-comet {:description "You create a sphere of flaming rock with a tail of noxious, superheated gasses. Make a ranged spell attack to hit. On a success, it inflicts 3d8 bludgeoning damage and 3d8 fire damage. In addition, all creatures within 5 feet of the target must make a Dexterity saving throw, taking 3d8 fire damage on a failed roll or half as much on a successful one.\n\nFinally, all creatures within 10 feet of the target, including the target, must make a Constitution saving throw against poison. On a failed save, the creature is spends its action that turn retching and reeling, takes 2d8 poison damage, and is poisoned for 1 minute. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. The gasses disperse after 1 round.\n\nAt Higher Levels: If you cast this spell with a 8th-level or higher spell slot, you inflict an additional 1d8 bludgeoning, fire, and poison damage for each spell slot above 7th.", :key :alpha-s-comet, :school "conjuration", :name "Alpha’s Comet", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a ball of pitch mixed with sulfur and phosphorus", :somatic true, :material true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "30 feet"}, :spring {:description "You create a temporary freshwater spring that flows at a rate of 2d8 gallons per minute. If this spell is cast in a desert or an area that is under drought conditions, it only produces 1d4 gallons per minute. If cast in a particularly wet area, it produces 4d8 gallons per minute. The water in the spring is pure.\n\nYou can create a permanent spring by casting this spell in the same location every day for one month. The water is pure. Introduced contaminants, such as poison, degrade into harmlessness in half the time it would normally take them, and if a spellcaster attempts to magically foul the water, that caster must make a DC 12 spellcasting ability check to do so.\n\nAt Higher Levels. If you cast this spell with a 3rd level or higher spell slot, the spring flows with an additional 1d8 gallons/minute (1d4 gallons in arid conditions) for each slot level above 2nd. In addition, if you cast this spell with certain higher level spell slots, the duration increases to 8 hours (with a 4th-level slot), 24 hours (6th-level slot), or 1 week (8th-level slot).", :key :spring, :school "transmutation", :name "Spring", :duration "1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small forked stick, which is thrust into the ground"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :tasirin-s-haunted-sleep {:description "One creature you touch must make a Wisdom saving throw or fall into a deep sleep. For the duration, the creature cannot be awoken from this sleep except by using the spells dispel magic, lesser restoration, or remove curse. Creatures that can’t be charmed are immune to this effect. If the creature is already asleep when you cast this spell, it makes the saving throw at disadvantage. Creatures that don’t sleep, such as elves, are immune to this spell.\n\nOnce the target is asleep, you may use your action to mentally project images and emotions into its mind, which will then appear in the target’s dreams or nightmares. The exact results are up to the DM.\n\nYou may also place a suggestion into the target’s mind, as per the spell. The creature may them make a Wisdom saving throw to resist. If it fails, it will follow the suggestion when it wakes. Regardless of the outcome of the saving throw, you may only attempt one suggestion, and doing so ends the spell; the target will not necessarily wake up at this point, but you will not be able to influence its dreams any longer.", :key :tasirin-s-haunted-sleep, :school "enchantment", :name "Tasirin’s Haunted Sleep", :duration "Concentration, up to 1 hour", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :whisper-s-hands-of-darkness {:description "As you hold your hands with thumbs touching and fingers spread, a cone of roiling shadows shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 necrotic damage on a failed save, or half as much on a successful one.\n\nIf a creature fails its saving throw by 5 or more, then it is poisoned for 1 minute. It may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.\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.", :key :whisper-s-hands-of-darkness, :school "evocation", :name "Whisper’s Hands of Darkness", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (15-foot cone)"}, :golden-barding {:description "You create shimmering, weightless gold barding for your steed that fits perfectly, regardless of what sort of creature it is. The target’s AC improves by +2 for the duration of the spell. The spell ends it if you put real barding on your steed or if you dismiss the spell as an action.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you increase the AC bonus by +1 for each slot level above 2nd.", :key :golden-barding, :school "conjuration", :name "Golden Barding", :duration "1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :whip-of-flame {:description "You create a line of solid flame that lashes out at your command towards a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 5d10 fire damage and if the creature is Large or smaller, you pull it up to 10 feet closer to you. It will also set combustibles alight.", :key :whip-of-flame, :school "evocation", :name "Whip of Flame", :duration "1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a lump of charcoal", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :transmute-gold-and-gems {:description "Choose one of the following options when casting this spell:\n\nTransmute Gold Into Gems. You convert up to 10 pound of coins or trade bars of any denomination (roughly 500 coins) into gemstones of equal value. You cannot specify the type of gem you get and none of the gemstones will be worth more than 500 gp.\n\nTransmute Gems Into Gold. You can convert a gemstone into gold coins of equal value. The gold coin used as the material coin is used as the template; all the gold coins produced by this spell will appear to have been issued by the same country or mint.", :key :transmute-gold-and-gems, :school "transmutation", :name "Transmute Gold and Gems", :duration "Permanent", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a gold coin, which is consumed in the casting of the spell"}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :explosion-of-rot {:description "You pick a point within range and all creatures and objects within 10 feet of that point are struck by a burst of decay and rot and must make a Constitution saving throw. A creature takes 7d6 necrotic damage on a failed saving throw, or half as much on a successful one.\n\nA creature that failed its save is also poisoned for 1 minute; it may make a Constitution saving throw at the end of each of its turns, ending the effect on a success.\n\nPlant creatures have disadvantage on each of the saving throws, but undead have advantage.", :key :explosion-of-rot, :school "necromancy", :name "Explosion of Rot", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a rotting flower", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :untangle {:description "Plants that have been entangled are untangled, moving aside as you pass, and areas of difficult terrain caused by plants are turned into normal terrain. In addition, while this spell is active, other forms of entangling (such as the that caused by vine blights or ropes of entanglement) cannot come within 10 feet of you. You also have resistance on saving throws to avoid being grappled or restrained, or on attempts to escape grapples or restraints.", :key :untangle, :school "transmutation", :name "Untangle", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a small edged weapon, which is consumed in the casting of the spell", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (10-foot radius)"}, :fellstar-s-flaming-water {:description "You pick a point within range that is on the surface of a body of water, and the surface water within a 30-foot circle of that point will burst into flames, as if it was covered with a layer of oil and set alight.\n\nThis fire will continue to burn for 1 minute and cannot be extinguished without magic. A creature in that area must make a Dexterity saving throw or take 4d6 fire damage on a failed roll or half as much damage on a successful one each round. Objects and structures take double damage. The flames will not spread on their own beyond the spell’s area.", :key :fellstar-s-flaming-water, :school "transmutation", :name "Fellstar’s Flaming Water", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a vial filled with water and oil"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "90 feet"}, :seal-of-destiny {:description "You seal a creature or object against any sort of divination that would reveal its destiny, fate, or role in epic events. No spell short of a wish will reveal the target’s cosmic purpose. This spell will also hide a creature’s heritage, if that creature is the descendant of a powerful ruler or extraplanar entity or deity. Attempts to discover that creature’s heritage will create a false reading.", :key :seal-of-destiny, :school "abjuration", :name "Seal of Destiny", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :material-component "1 ounce of your blood"}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "100 feet"}, :magic-motes {:description "You create a mote of light which swirls slowly around you and sheds dim light in a 5-foot radius. If you are attacked, whether magically or mundanely, you may use a reaction to direct one mote to intercept the attack. If the attack would have hit you, it automatically hits the mote instead.\n\nThe mote will reduce the amount of damage inflicted by the attack by 5 hit points and then winks out of existence.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional mote for each slot level above 1st. You can direct each mote separately, or have more than one intercept an attack.", :key :magic-motes, :school "abjuration", :name "Magic Motes", :duration "Concentration, up to 1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :impenetrable-falsehood {:description "You or one willing creature you touch becomes able to tell lies perfectly. No attempt, either mundane or magical, can detect the lie or force the target to tell the truth. Anyone who probes your mind in order to discover the truth must make an Intelligence saving throw; it discovers that you are lying only if it succeeds, but it will not learn the actual truth.\n\nIf cast on a creature who is in or who enters a zone of truth, that creature gains advantage on its saving throw, and the zone’s caster will be led to believe that that creature failed its saving throw, regardless of whether that creature failed or succeeded.", :key :impenetrable-falsehood, :school "abjuration", :name "Impenetrable Falsehood", :duration "Concentration, up to 8 hours", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :entrap-spirit {:description "You hold up a mirror in front of a ghost or other form of ethereal creature (including normally solid creatures that are currently ethereal due to magical or natural ability) that you can see and is within 30 feet of you, and trap it inside. It may make a Charisma saving throw to resist. The creature can appear in the mirror and move about, but can’t speak audibly or affect anything on the outside. It also cannot be affected by any means. You may store only one ghost inside of any given mirror.\n\nThe glass of the mirror has an armor class of 10 and 2 hit points. If it is destroyed, the creature is immediately freed and appears in an empty space within 10 feet of the mirror’s location. A dispel evil and good or exorcism (q.v.) spell will also free the spirit. Once freed, the spirit will generally be extremely angry.\n\n\n\nIf you maintain concentration for the entire duration, the spell becomes permanent. You do not need to provide a new material component each time when you cast this spell. The ghost can still escape if the mirror is broken, but you can cast spells such as glassteel (q.v.) on the mirror to strengthen it.", :key :entrap-spirit, :school "necromancy", :name "Entrap Spirit", :duration "Concentration, up to 8 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small silver mirror worth at least 50 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :fireproof {:description "You touch a Medium or smaller inanimate object and render it immune to natural fire and resistant to magical fire.\n\nAt Higher Levels. When you cast this spell using a 3rd-level spell slot, you can protect a Large item; when using a 4th-level spell slot, you can protect a Huge item; and when moving 5th-level or higher spell slot, you can protect a Gargantuan item.", :key :fireproof, :school "abjuration", :name "Fireproof", :duration "8 hours", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "an ounce of powdered lime", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :moon-rune {:description "You write up to 50 words on any surface. These runes remain invisible until conditions that you specify while casting the spell are met. The condition can be anything: a specific time of day or year, when moonlight from a particular phase of the moon illuminates them, or when the surface is touched by a member of a specific race, class, or sex, or so on.\n\n\n\nThe runes are permanent; when the condition goes away, the runes become invisible again, but they reappear the next time the condition is met. The runes can also be read by someone casting see invisible or true seeing.\n\nAt Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, you can increase the number of words you can write by 50 for each spell slot above 2nd.", :key :moon-rune, :school "illusion", :name "Moon Rune", :duration "Permanent", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "metallic ink", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :sap {:description "You choose a point within range. Everything within a 10-foot radius of that point is covered in sticky tree sap. The area becomes difficult terrain. In order to perform any action that is not purely mental or vocal in nature requires a DC 10 Dexterity ability check first. Creatures in the area lose their Dexterity bonus to AC. Winged creatures cannot fly. A creature under the effects of a freedom of movement spell is unaffected by this spell.", :key :sap, :school "conjuration", :name "Sap", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a drop of tree sap"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :globe-of-tranquil-water {:description "A bubble of calmness extends outwards from you. Any body of water in that area is considered to be calm and tranquil, with just enough of a breeze to safely propel a sailing vessel. Natural storms are reduced in severity to mere drizzles, and magical storms inflict only half their normal damage. In addition, all water-based elementals are hedged out, as if you had cast antilife shell on the area. This spell can only be cast on or near oceans, lakes, and other large bodies of water.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the sphere’s range increases by 30 feet per slot level above 5th.", :key :globe-of-tranquil-water, :school "abjuration", :name "Globe of Tranquil Water", :duration "Concentration, up to 1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a glass globe"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot-radius sphere)"}, :intoxicate {:description "You force a creature you see within range to make a Constitution saving throw. If the creature is currently sober or tipsy, it becomes drunk. While drunk, the creature suffers disadvantage on all Dexterity- and Intelligence- based saving throws and ability checks, its speed is reduced by 5 feet, and it must make a concentration check each time it attempts to cast a spell.\n\nIf the creature is currently drunk and fails its saving throw, it is poisoned for the duration and its speed is reduced by half, and it must make a second Constitution saving throw. If this saving throw fails, the creature falls unconscious for the duration, and will have a hangover upon wakening.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you may affect one additional creature for each slot level above 2nd. In addition, when you cast it with a 4th-level or higher spell slot, you don’t need to maintain concentration.", :key :intoxicate, :school "enchantment", :name "Intoxicate", :duration "Concentration, up to 1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a few drops of an alcoholic drink"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "90 feet"}, :psychic-drain {:description "You create a cube 60 feet on a side. Within that cube, the psionic powers of a mystic and other psionic creatures (including creatures with the Innate Spellcasting (Psionic) trait) are severely curtailed. A creature attempting to use a psionic power must make an Intelligence saving throw. On a failure the power doesn’t work and the target loses the number of Psi Points (or spell slot) it would have spent on the power.\n\nOn a success, the power works normally. However, a mystic or creature using psi points must spend twice the normal number of Psi Points for the power to work. The creature may spend more than its normal psi limit, however to make up for this.", :key :psychic-drain, :school "abjuration", :name "Psychic Drain", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of a sea cucumber"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :shadowcat {:description "You create a cat made of semi-tangible shadowstuff. You have full telepathic control over it, and you may use your action to switch your senses to it, allowing you to see through its eyes and hear through its ears. While doing so, you gain darkvision to 60 feet, and you may speak through it and cast spells through it (as long as the spells do not require material components), but you are blinded and deafened to your own surroundings. The cat may move up to 1 mile away from your physical location.\n\nThe cat is an object. It has the same attributes as the cat from the Monster Manual, except as follows: it has resistance bludgeoning, piercing, and slashing damage; can take the Hide action as a bonus action when in dim light or darkness; can move through a space as narrow as 1 inch wide without squeezing; and has no attacks.\n\nIf the cat dies while you are using its senses, you take 2d10 psychic damage.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the duration increases by 1 hour for every slot level above 5th.", :key :shadowcat, :school "illusion", :name "Shadowcat", :duration "Concentration, up to 1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a black pearl worth at least 100 gp and a cat’s claw"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "30 feet"}, :half-blood-extraction {:description "You touch a willing half-breed creature and turn it into a member of one of its parent’s races of your choice. The target loses all traits listed in the description for its half-breed race and gains the traits of its new race. If it is of a race that has multiple subraces, it must be determined ahead of time what its parent’s subrace was. For instance, a half-elf whose parents were a human and a wood elf could not have her human genetics removed and turn into a high elf or a drow; she could only become a wood elf.\n\nThis spell does not affect creatures who are “natural” half-breeds, such as tieflings, as the crossbreeding happened too long ago in the past. Creatures such as cambions and half-dragons, however, can become either of their parent’s races.", :key :half-blood-extraction, :school "transmutation", :name "Half-Blood Extraction", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "alchemical reagents worth at least 3,000 gp, which are consumed in the casting"}, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :snapshot {:description "You cause whatever you see to appear on a sheet of paper you are holding. If you are currently using a spell such as detect magic which allows you to see auras of one type or another, this spell will record those auras as well. The image appears to be drawn or painted in a currently popular artistic style.", :key :snapshot, :school "transmutation", :name "Snapshot", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a sheet of high-quality paper worth at least 5 sp", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :wolfjaws {:description "You transform your hand into a pair of powerful, wolf-like jaws. You use your spell attack modifier to attack. On a hit, you inflict 2d8 + your spellcasting attribute modifier in piercing damage and, if you choose, the target is grappled (escape DC equals your spell save DC).\n\nUntil this grapple ends, the target is restrained and you can’t use the jaws to bite another target. At the beginning of each of your turns, you inflict an additional 1d8 piercing damage for as long as the grapple remains in effect.", :key :wolfjaws, :school "transmutation", :name "Wolfjaws", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a wolf’s tool"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :iceball {:description "A bright blue-white streak flashes from your pointing finger to a point you choose within range and then explodes into small shards of ice. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d6 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. In either case, the targets are also stunned until the end of their next turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.", :key :iceball, :school "evocation", :name "Iceball", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a tiny ball of bat guano and powdered glass"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "150 feet"}, :ice-shape {:description "You touch a piece of ice or snow of Medium size of smaller or a section of ice no more than 5 feet in any dimension and form it into any shape that suits your purpose. For example, you could turn an icicle into a sword or a pile of snow into an igloo. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, you may use a tool proficiency, such as jeweler’s tools or smith’s tools, to attempt to create fine details. Thus, you can create an item as detailed and complex with this spell as you could with regular tools, even if you don’t have access to those tools.", :key :ice-shape, :school "transmutation", :name "Ice Shape", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "soft clay or snow, which must be worked into roughly the desired shape of the icy object"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :terrain-bond {:description "You call upon the spirits of nature to aid you and teach you the ways of the local area. While this spell is in effect, you can treat the area around you as if it were your favored terrain.", :key :terrain-bond, :school "enchantment", :name "Terrain Bond", :duration "Concentration, up to 1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a pinch of earth from your favored terrain"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :visage-of-the-deity {:description "You channel your god or patron’s power through you and take on a semblance of its appearance and surrounding you with a holy (or unholy) nimbus, clearly denoting your status. The exact effect depends on what level spell slot you use to cast this spell:\n\n\n\n5th-level Slot. You gain advantage on all Charisma ability checks, and resistance to damage from one of the following: acid, cold, lightning, fire, force, necrotic, or radiant. If your deity has an affinity for or a hatred of one of those forms of energy, you gain resistance to that type; otherwise, it’s your choice. For instance, a sun god may grant you resistance to fire, of which it represents, or resistance to cold, which is its antithesis.\n\n7th-level Slot. You gain the above abilities, plus a +1 bonus to all weapon attacks, your melee attacks do an additional 2d8 force (if your god is neutral), radiant (if your god is good), or necrotic (if your god is evil), and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n\n9th-level Slot. You gain the above abilities, plus a pair of obviously magical wings that give you a flying speed of 60 feet, +2 bonus to armor class, immunity to the energy form you took resistance to if you had cast this with a 5th-level slot, immunity to poison damage and the poisoned condition, you get a +1 bonus on all ability checks and saving throws.", :key :visage-of-the-deity, :school "transmutation", :name "Visage of the Deity", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :create-room {:description "You create furniture, decorations, and supplies for a type of room of your choice. The objects you create will be arranged as if in a room that fits inside a 30-foot cube. You may determine the appearance of the objects you create.\n\nThis spell does not create a floor, walls, ceiling, or door. If you cast the spell outdoors, the objects will appear on the ground, but if you cast the spell indoors, objects will be placed on the walls, floor, or ceiling as appropriate.\n\nIf you choose, the room can be stocked with up to 10 unseen servants. Any attempt to remove an object from the room or use an object in combat will cause that object to disappear. The objects in the room cannot be used as spell components and will vanish if they take any damage.\n\nThe following is a list of rooms that can be created by this spell:\n\nBathing Room. The room contains a large tub (you can make it large enough to fit 1-4 people); a fire pit to heat water; a mirror and dressing table; scented soaps and perfumes; combs, files, and scissors for nail, hair, and skin care; washcloths, loofahs, and towels; and a curtained-off area with a garderobe. If you create both this room and the bedroom, you can bring the clothes and supplies back and forth.\n\n\n\nBedroom. This room contains up to six comfortable beds with sheets, duvets, and pillows, a small table next to each bed with a fully-stocked oil lamp; a storage chest at the end of each bed; and a chamber pot under each bed. If you create both this room and the bedroom, you can bring the clothes and supplies back and forth.\n\nDining Room. You create a dining table and comfortable chairs or benches that can sit up to 20 people. It will also create tablecloths, dishes and silverware, fingerbowls, table decorations, and if you wish, a name card at each place setting. If you create both this room and the kitchen adjacent to each other, you can bring the dishes and silverware back and forth.\n\nKitchen. You create up to five large tables; up to two complete sets of cooking utensils, pots, pans, bowls, measuring cups and spoons, and other such equipment; a sink with a water pump; a large stove; two fireplaces (one with a spit and one with a cauldron); and a box with a large brick of ice in it.\n\nIt does not create food to be cooked. If you create both this room and the dining room adjacent to each other, you can bring the dishes and silverware back and forth.\n\nMeeting Room. You create up to three conference tables and benches or chairs that can seat up to 20 people; parchment and ink; a common-quality map of the country, continent, or known world; lamps; and a dais with two chairs on it.\n\nTemple. You create a lectern; an empty basin in which you may pour holy water; a sacrificial altar; pews to sit up to 20 people; up to 8 banners with religious imagery; a holy book (the most common variety); and a table with up to 20 prayer candles.\n\nThrone Room. You create one, two, or three thrones on a dais; an equal number of crows and scepters; up to 20 banners that display your choice of motif; a narrow carpet that leads to the thrones; and tall candelabras loaded with dozens of candles.\n\nWork Room. You create a room with 1-3 work benches and tool sets of your choice; parchment, ink, and charcoal for planning; and numerous lamps. You do not create the raw materials needed to use those tools, except for wood or coal for any forges or ovens. Items made with these tools can be removed from the room, but not the tools themselves.\n\nAt Higher Levels. When you cast this spell with an 7th-level spell slot, the room may fit inside a 60-foot cube and the number of beds, tables, chairs, etc., is doubled. When you cast this spell with a 9th-level spell slot, the room may fit inside a 120-foot cube and the amount of beds, tables, chairs, etc., is quadrupled. If you cast this spell with a 9th-level spell slot each day for a year, creating the same room and items each time, you can make this spell permanent. Objects still cannot be removed from the room or be used in combat or as spell components, but consumables will be replaced every 24 hours.", :key :create-room, :school "conjuration", :name "Create Room", :duration "24 hours", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a drop of oil, a bit of cloth, a splinter of wood, a piece of flint, a piece of glass, a small knife, and a silver coin"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "300 feet"}, :winds-of-pain {:description "You pick a point you can see within range. All creatures in a 20-foot sphere at that point are scoured by a violent, cutting wind. A creature must make a Constitution saving throw. On a failure, the creature is in so much pain it is incapacitated for the duration. If you choose, affected creatures take 1d10 slashing damage at the start of each of your turns. An affected creature may make a new saving throw at the start of each of its turns, ending the effect on a success.", :key :winds-of-pain, :school "necromancy", :name "Winds of Pain", :duration "Concentration, up to 1 minute.", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "1 gp of diamond dust and a pinch of salt"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "90 feet"}, :hibernation {:description "You touch a creature of up to Large size and cause it to fall unconscious and go into hibernation. If the creature is unwilling, it may make a Constitution saving throw to resist.\n\nWhile hibernating, the creature’s need for food, water, and oxygen is reduced to 5 percent of normal. The creature can be awakened for brief time (no more than 1 hour) but will go back to sleep at the end of that time. An unwilling creature may attempt another Constitution saving throw at this time to remain awake. If you cast this spell on yourself, you may program yourself to wake up at specific times.\n\nWhen the spell expires, the creature will wake up well-rested and very hungry and thirsty, as if it hadn’t eaten in a day or two. Creatures that don’t need to sleep can’t be affected by this spell.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the creature sleeps for an additional month for each slot level above 4th.", :key :hibernation, :school "enchantment", :name "Hibernation", :duration "1 month", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "fur from a creature that hibernates"}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :mass-dominate-person {:description "You attempt to beguile up to six humanoids you can see within range. They must succeed on a Wisdom saving throw or be charmed by you for the duration. This spell is otherwise identical to dominate person.\n\nAt Higher Levels. When you cast this spell using a 8th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 9th-level spell slot, the duration is concentration, up to 1 hour.", :key :mass-dominate-person, :school "enchantment", :name "Mass Dominate Person", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :valcon-s-spectral-army {:description "You create a semi-real army made of material from the Shadowfell. Your army consists of fifty Medium-sized humanoids called spectral soldiers--they may appear to be of any race or gender as you wish, but they are dark and shadowed and they all wear the armor and wield the weapon you provided as the spell’s components. You create a unit of ten spectral soldiers per suit of armor and weapon you use (the armor and weapons do not have to be identical, and each unit can have different equipment). Each group of ten spectral soldiers attacks as a swarm. The soldiers cannot move more than 1,000 feet from you. If a spectral soldier is reduced to 0 hit points, it vanishes in a swirl of darkness. When all of your soldiers have been destroyed, or after 8 hours have passed, the spell ends and all remaining soldiers vanish.\n\nSpectral soldiers use the attributes of the guard in the Monster Manual, but with the following changes: they are unaligned constructs; their Intelligence is 4; they are resistant to all forms of damage, and bludgeoning, piercing, and slashing from nonmagical weapons; they are immune to the charmed, frightened, and poisoned conditions; and they can’t take reactions or bonus actions. Their armor class and the damage they inflict depends on the type of armor and weapons you provide. Their CR is 1/2 (100 XP).\n\nAt Higher Levels. When you cast this spell with a spell slot of 7th level or higher, you create ten additional spectral soldiers for each slot level above 6th. You need an additional weapon and suit of armor per ten soldiers.", :key :valcon-s-spectral-army, :school "conjuration", :name "Valcon’s Spectral Army", :duration "8 hours", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "up to five suits of nonmagical armor and a up to five nonmagical melee weapon, which are consumed in the casting of this spell", :material true, :somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "1,000 feet"}, :dimensional-anchor {:description "You fire a ray of emerald energy at one creature within range. You must make a ranged spell attack to hit. If you are successful, the target is bound by a magical net that blocks all forms of extradimensional travel, as well as all forms of teleportation, including gates and teleportation circles.\n\nIt also prevents creatures from using native abilities, such as a blink dog’s or balor’s teleportation, or a conjurer’s Benign Transposition.\n\nThis spell is ineffective against creatures that are already ethereal or astral, nor does it prevent extradimensional perception or attack. It does not stop summoned creatures from vanishing when the spell that summoned them ends.", :key :dimensional-anchor, :school "abjuration", :name "Dimensional Anchor", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :anesthesia {:description "A creature you touch becomes unconscious, insensate, or both--you decide when casting the spell. The creature may attempt a saving throw to resist. On a failed save, the creature feels weakened and groggy and is poisoned.\n\nThe creature may make a new saving throw at the start of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it falls unconscious and can’t be wakened for the duration except through magical means.Creatures that don’t sleep or can’t be charmed can’t be affected by this spell.", :key :anesthesia, :school "enchantment", :name "Anesthesia", :duration "Concentration, up to 1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a petal from a lotus flower"}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :animate-dead-monster {:description "This spell turns one dead aberration, dragon, giant, monstrosity, or plant into an undead servant.\n\nChoose a pile of bones or a corpse of a creature that had a CR equal to the spell slot level with which you cast this spell or lower. Your spell imbues the targets with a foul mimicry of life, raising it as undead creature. The targets become skeletons if you chose bones or zombies if you chose corpses.\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 week, 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 two creatures you have animated with this spell, rather than animating new monsters.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you reassert control over two additional undead creatures for each slot above 1st.", :key :animate-dead-monster, :school "necromancy", :name "Animate Dead Monster", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a drop of blood, a claw or a tooth, and a pinch of bone", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 ft."}, :deific-vengeance {:description "You state the sins of one creature you can see within range and call upon your god to smite that creature. It must then make a Wisdom saving throw. It takes 4d10 psychic damage on a failed saving throw, and no damage on a successful one. Fiends and undead have disadvantage on the saving throw.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you inflict an additional 1d10 damage per slot level above 2nd.", :key :deific-vengeance, :school "evocation", :name "Deific Vengeance", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :fiery-eyes {:description "Your eyes glow with unnatural fire--they’re so bright, they project bright light to a range of 5 feet around you. You may choose what color they burn. These fiery eyes have several functions.\n\nFirelighting Eyes. If you use your action to stare at a particular spot, any combustible materials in that a 5-foot-radius sphere of that spot burst into flame.\n\nFascinating Eyes. If you look into the eyes of another creature within 10 feet, that creature must make a Wisdom saving throw or become incapacitated due to being fascinated by the unearthly light. If you continue to stare at the creature, it will remain incapacitated as long as you maintain eye contact, or until the spell ends.\n\nHypnotizing Eyes. If this spell is active while you cast a spell or use an ability that charms a target, and that target is within 30 feet and can see your eyes, that creature has disadvantage on its saving throw.", :key :fiery-eyes, :school "evocation", :name "Fiery Eyes", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :skip-day {:description "You and up to 8 others within range are instantly transported 24 hours into the future. Unwilling people may make a Charisma saving throw to resist. To outsiders, it appears that you simply disappear.\n\nYou appear in the exact spot from which disappeared (don’t take planetary rotation into account). If there is something in that spot, you appear within 5 feet of it. There is no guarantee that this area will be any safer than the one you left.", :key :skip-day, :school "evocation", :name "Skip Day", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (10-foot radius)"}, :mass-protection-from-energy {:description "For the duration, you and up to six allies you can see within range have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.", :key :mass-protection-from-energy, :school "abjuration", :name "Mass Protection from Energy", :duration "Concentration, up to 1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :chain-madness {:description "You pick a creature within range that you can see and that has an Intelligence of 5 or higher. Over the next 48 hours, that creature will begin showing the effects of insanity: the DM can decide the effects or roll on the indefinite-length madness table in the Dungeon Master’s Guide (Chapter 8: Running the Game) or on the table for the descent into madness spell (q.v.).\n\nAfter one week, the creature must make a Wisdom saving throw. On a success, the creature regains sanity. On a failure, it takes 3d6 psychic damage and its hit point total is reduced by that amount, and it remains insane for another week. At the end of that week, it must make another saving throw. This continues until the creature succeeds a saving throw or its hit point total is reduced to 0 hit points, at which point it dies.\n\nAfter this creature has been infected for 6 hours, it has the potential to spread the madness through physical, skin-to-skin contact. Each creature it touches must make a Wisdom saving throw or contract the madness. If these secondary victims touch another creature, they have the potential to pass on the madness as well, but the tertiary (and later) victims have advantage on their saving throw. A creature that succeeds on its saving throw is immune to catching insanity caused by this casting of this spell.\n\nA remove curse will end this effect.", :key :chain-madness, :school "enchantment", :name "Chain Madness", :duration "Until dispelled", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a piece of brain matter from a mind flayer", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "100 feet"}, :vander-s-librarian {:description "You conjure a minor spirit of knowledge. This spirit will, if given access to books or other reference materials, research any one question you ask it that would require a skill roll for Arcana, History, Medicine, Nature, or Religion. The spirit has a proficiency bonus in all of those skills equal to twice your proficiency bonus. It will search for 1 hour and then will return to give you the best answer it can fine, then return to its home plane. You are not required to concentrate on this spell, leaving you to perform other tasks while the spirit searches. If the spirit is attacked, it will immediately go back to its home plane.", :key :vander-s-librarian, :school "conjuration", :name "Vander’s Librarian", :duration "1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :suffocate {:description "You draw the breath out of all creatures in range. Each creature in range must make a Constitution saving throw to resist. On a failure, the creature drops to 0 hit points.", :key :suffocate, :school "necromancy", :name "Suffocate", :duration "Concentration, up to 1 hour", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a silk bag studded with black opals worth at least 5,000 gp", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (30-foot radius)"}, :darkray-s-powerguard {:description "You are enveloped in a shield of energy that absorbs 50 points of damage you would normally take from melee or missile weapons. This shield provides ablative armor; damage you take by those weapons is subtracted from the field’s total amount of remaining protection. If the field takes damage in excess to the amount of protection it has left, it collapses and you take the remaining damage. This spell does not protect from damage caused by spells.\n\nIf you cast this spell as a reaction, it lasts for 1 round.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, your shield provides you with an additional 10 hit points of protection for each slot level above 5th.", :key :darkray-s-powerguard, :school "abjuration", :name "Darkray’s Powerguard", :duration "Concentration, up to 1 minute; or 1 round", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal false, :somatic true, :material true, :material-component "two silver coins"}, :casting-time "1 action or reaction, taken when you are attacked with a melee or missile weapon", :spell-lists {:bard true, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :breed-true {:description "You may use this spell in one of two ways:\n\nEnsure Heredity. You guarantee that any changes you make to a creature via other spells (such as awaken or lifeblend (q.v.)) will pass on to its offspring. You can also use this spell on creatures of any type that have desirable but completely mundane traits, such as eye or hair color or a particular type of body shape, that you wish them to pass on to their offspring. You may state a number of traits equal to your spellcasting ability modifier. When you cast the spell this way, it has a duration of 1 week--if pregnancy does not occur during this time period, the spell fails (the traits may be passed down anyway, however, due to simple genetics).\n\nEnsure Hybridization. You may also use this spell to allow two different species to mate and produce a hybrid creature. This spell does not guarantee that pregnancy will occur but makes it possible, even if the parents are vastly different species (such as a dwarf/treant crossbreed).", :key :breed-true, :school "transmutation", :name "Breed True", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "fresh mistletoe"}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "10 feet"}, :fortunate-fate {:description "This spell must be cast on a willing creature. If at any point in the spell’s duration that creature takes enough damage to take it to 0 hit points or fewer, this spell will trigger, restoring 50 hit points and removing the blinded, deafened, and poisoned conditions from it, if applicable.", :key :fortunate-fate, :school "abjuration", :name "Fortunate Fate", :duration "1 hour", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "an emerald worth at least 500 gp, which is consumed when you cast this spell", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Touch"}, :fang-fist {:description "One of your arms turns into a venomous snake. Roll initiative for the snake, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). The snake uses your spell attack modifier to hit, has a reach of 15 feet, an armor class of 14, and 15 hit points. On a successful hit, it inflicts 1d6+2 piercing damage and the target must make a Constitution saving throw. It takes an additional 2d6 poison damage on a failed saving throw, or half as much on a successful one, and is poisoned until the end of its next turn.\n\nAny damage inflicted to the snake is transferred to you when the spell if over. If the snake is brought to 0 hit points, your arm is crippled and you can’t use it until you regain full hit points.\n\nThe snake can also be used as a clumsy arm. It is capable of grasping objects firmly, although it cannot manipulate them.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may turn both your arms into snakes, and you may make one attack with each arm per round.", :key :fang-fist, :school "transmutation", :name "Fang Fist", :duration "Concentration, up to 1 minute.", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :whip-of-vermin {:description "You create a long whip made of hundreds of insects that lashes out at your command towards a creature in range.\n\nMake a melee spell attack against the target. If the attack hits, the creature takes 2d10 piercing damage and must make a Constitution saving throw or become poisoned for 1 minute, and if the creature is Large or smaller, you pull it up to 10 feet closer to you. You may also choose to dissolve the whip and turn it into a swarm of insects--you may choose either the normal insect swarm or any of the variants listed in the Monster Manual. On each of your turns as a bonus action, you may mentally command the swarm to attack a creature within 10 feet of it.", :key :whip-of-vermin, :school "conjuration", :name "Whip of Vermin", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a square of red cloth"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "30 feet"}, :body-blades {:description "Dagger-like growths grow out of your body, passing harmlessly through any clothing or armor you wear. You gain +1 AC. If you grapple anyone or are grappled, you do piercing damage equal to 2d10 + your spellcasting ability modifier. The growths are metallic-looking but are not made of metal and cannot be affected by spells that affect metal.", :key :body-blades, :school "abjuration", :name "Body Blades", :duration "1 minute", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "two sharp pieces of metal and a shard of bone."}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Self"}, :isolde-s-answer {:description "You hold a mirror or crystal ball and ask a what, where, or who question. For instance, “what is on the other side of the Iron Gate?” or “where did I put my keys?” or “who is the fairest of them all?” The item them shows you an answering image, provided the object, place, or person is within 5 miles of you. It provides no other information about the image.", :key :isolde-s-answer, :school "divination", :name "Isolde’s Answer", :duration "1 round", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a crystal ball or gilt-framed mirror worth at least 250 gp"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :eliminate-air {:description "You destroy the air in a 20-foot cube centered on a point you choose within range, creating a vacuum with an audible pop. This causes all nonmagical fires to be extinguished and all nonmagical liquids to evaporate. All creatures in the area when you cast the spell take 5d10 force damage from the sudden vacuum. There is no air in the spell’s area, and creatures within that area must hold their breath or risk suffocation (Player’s Handbook, chapter 8: Adventuring).\n\nAt the end of the spell’s duration, air will harmlessly rush back into the vacuum, assuming that there is access to air.\n\nAt Higher Levels. When you cast this spell with a 6th-level spell slot, the duration increases to concentration, up to 10 minutes. When you cast this spell with a 7th-level or higher spell slot, the duration increases to 1 hour, with no need for concentration.", :key :eliminate-air, :school "transmutation", :name "Eliminate Air", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "60 feet"}, :korel-s-wisdom-beyond-death {:description "You enchant a gemstone and place it inside the skull of an undead creature that is under your control. The gemstone enhances the creature’s Intelligence, Wisdom, or Charisma--you decide when you cast the spell. The value of the gemstone determines how much the attribute is raised:\n\nGemstone\nValue\tBonus\n100 gp\t+2\n500 gp\t+4\n1,000 gp\t+6\n5,000 gp\t+10\nThe gemstone is placed inside of the creature’s skull (note that the undead doesn’t have to be a skeleton). The attribute bonus remains as long as the gem is in place, even if the undead stops being under your control.\n\nNone of the creature’s attribute scores can be raised above 20 through this spell, and a creature may have only one gemstone per attribute at a time.", :key :korel-s-wisdom-beyond-death, :school "transmutation", :name "Korel’s Wisdom Beyond Death", :duration "Permanent", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a gemstone worth at least 25 gp"}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :return-to-earth {:description "All corporeal undead within 30 feet of you that are of CR 1 or lower must make a Constitution saving throw. An undead takes 6d10 force damage on a failed saving throw, or no damage on a successful one. If an undead is reduced to 0 hit points, it crumbles into dust.\n\nAt Higher Levels. When you cast this spell with a 5th-level or higher spell slot, you inflict an additional 1d10 force damage for each slot level above 4th.", :key :return-to-earth, :school "necromancy", :name "Return to Earth", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :material-component "a pinch of dust"}, :casting-time " 1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot radius)"}, :starmantle {:description "A cloak of twinkling stars appears around the shoulders of a willing target. It sheds bright light to a radius of 10 feet and dim light to another 10 feet. While this spell is in effect, the creature is immune to bludgeoning, piercing, and slashing damage from nonmagical weapons, and nonmagical weapons and missiles that strike the target dissolve into nothingness.\n\nThe target also has resistance to bludgeoning, piercing, and slashing damage from magical weapons, although these weapons don’t dissolve upon hitting the target.", :key :starmantle, :school "abjuration", :name "Starmantle", :duration "1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a pinch of pixie dust"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :alcoreax-s-icetrail {:description "You tap the ground at your feet and a wave of ice 10 feet high and 20 feet wide appears on the ground and begins to snake forward, leaving a sheet of ice in its wake. The wave moves at a rate of 30 feet in a straight line, but at the beginning of each of your turns, you may direct it to turn and move in a different direction at a 45- or 90-degree angle.\n\nA creature standing in the area when the ice enters its space will be caught by the icy wave and will be restrained by it (escape DC equal to your spell save DC). A restrained creature must hold its breath and is at risk of suffocation (Player’s Handbook, chapter 8: “Adventuring”). Magical fire will melt the wave without harming the creatures trapped by it.\n\nA creature who enters an area coated with sheet of ice or ends its turn there must succeed on a Dexterity saving throw to avoid slipping on the ice and falling prone. The ice sheet counts as difficult terrain. In addition, the air up to 10 feet above the ice sheet is so cold that each creature that ends its turn in that area take 2d8 cold damage.", :key :alcoreax-s-icetrail, :school "transmutation", :name "Alcoreax’s Icetrail", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a steel pin and a cup of water", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (60-foot cone)"}, :sheets-of-frost {:description "You create a square wall of frozen vapors around you; each face is 10 feet wide and 5 feet thick, and it lasts for only a moment. All creatures and objects caught within it must make a Dexterity saving throw. In addition, a creature who fails its saving throw is paralyzed with cold for 1 minute. A stunned creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success.\n\n", :key :sheets-of-frost, :school "evocation", :name "Sheets of Frost", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a white dragon scale", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot-radius square)"}, :whisper-s-mass-teleport {:description "This spell instantly transports you and up to 100 willing Large-sized or smaller creatures or 10 Huge-sized or smaller objects of your choice that you can see within range, or up to 10 objects that you can see within range, to a destination you select. This is otherwise identical to the 7th-level spell teleport. The DM rolls on the Mishap Table listed with that spell to determine your accuracy.", :key :whisper-s-mass-teleport, :school "conjuration", :name "Whisper’s Mass Teleport", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :imbue-with-purpose {:description "One weapon you are holding gains the ability to inflict extra damage against one particular type of creature, such as humanoids or fey. You may use the weapon yourself or give it to someone else. If a creature of the specified type is hit by the weapon, it takes an extra 3d6 force damage.\n\nIf you roll a natural 20, the target must make a Constitution saving throw or instantly drop to 0 hit points. The spell then ends.", :key :imbue-with-purpose, :school "transmutation", :name "Imbue with Purpose", :duration "1 hour", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :material-component "a diamond worth 2,000 gp, which is destroyed when you cast the spell"}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :teleport-trap {:description "You designate a cubical area 50 feet per side. Any creature using spells such as dimension door, misty step, teleport, or other, similar spells or innate abilities to travel into or out of the area must make a Constitution saving throw. On a failure, it becomes paralyzed for 10 minutes. The creature may make a new saving throw once each minute, ending the effect on a success. You are given a mental notification when the trap springs. The trap will continue to function until the end of the duration.\n\nYou may make this spell permanent by casting it at the same location every day for a year.\n\nAt Higher Levels. When you cast this spell with higher level spell slots, the duration changes to 8 hours (with a 7th-level slot), 24 hours (with an 8th-level slot), or 1 week (with a 9th-level slot).", :key :teleport-trap, :school "transmutation", :name "Teleport Trap", :duration "1 hour", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a gemstone worth 1,000 gp and a drop of ghoul’s blood"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :metal-shape {:description "You touch a piece of metal of Medium size of smaller or a section of metal no more than 5 feet in any dimension and form it into any shape that suits your purpose. For example, you could turn an unworked steel ingot into a dagger or a gold bar into a simple broach, or cause two iron doors to meld together. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.", :key :metal-shape, :school "transmutation", :name "Metal Shape", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "soft clay, which must be worked into roughly the desired shape of the metal object"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :tyvek-s-immortal-words {:description "You carve up to 1,000 words on any stone surface, where they will glow with flames in a color of your choice. Each letter can be no more than 25 feet high. These words become permanent--they will not fade or wear away in time. If the stone surface is destroyed, their light will continue to spell out the words in mid-air. If something is built specifically to block the words from view, then the flames will burn through that object in anywhere from a month to ten years, depending on the thickness and strength of the blocking object. You can dismiss the words at any time with a bonus action, but otherwise, the words can only be removed by a dispel magic or by a wish spell.", :key :tyvek-s-immortal-words, :school "abjuration", :name "Tyvek’s Immortal Words", :duration "Permanent", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a chisel made of mithril"}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :resist-magic {:description "For the duration, you or one creature you touch gains advantage on saving throws to resist magical spells.", :key :resist-magic, :school "abjuration", :name "Resist Magic", :duration "1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of string, a block of wood, an unlit candle, and a tiny golden shield worth 10 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :ancestral-vengeance {:description "You summon the spirit of one of your ancestors and tell it about the crime the target has committed against you, personally, or against another of its descendants. The spirit lashes out at your target, who must make a Constitution saving throw (undead have disadvantage). The target takes 2d10 slashing and 1d10 psychic damage on a failed saving throw, or half as much on a successful one, and its hit point total is reduced by the amount of psychic damage it took. Hit point reduction lasts until the creature takes a short or long rest.\n\nThis creature must have wronged you or a member of your family personally for this spell to work; you cannot use it on a creature that has not harmed you in some way first.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you inflict an additional 1d10 psychic damage for each slot level above 2nd.", :key :ancestral-vengeance, :school "conjuration", :name "Ancestral Vengeance", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :drenal-s-stone-flame {:description "You point to an open flame no larger than a torch. The flame turns into a brightly-glowing stone that is cool to the touch and that can be picked up and carried without harm. It continues to shed as much light as it did before it was transformed.\n\nWhen the spell expires, the stone reverts to normal flame and will burn whatever it is touching. If the stone is shattered, the flame is extinguished.", :key :drenal-s-stone-flame, :school "transmutation", :name "Drenal’s Stone Flame", :duration "1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a mix of fine sand and sugar, which is thrown in the air", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :darkbolt {:description "You create a black, rubbery tentacle that lashes out at your command towards a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 5d10 bludgeoning damage and if the creature is Large or smaller, you pull it up to 10 feet closer to you. The tentacle also wraps around the target and grapples it (escape DC is equal to your spell save DC). Until this grapple ends, the target is restrained and you cannot use the darkbolt on another target. In addition, at the start of each of the target’s turns, the darkbolt squeezes, causing an additional 3d8 bludgeoning damage. You may use a bonus action to release the grappled target.", :key :darkbolt, :school "transmutation", :name "Darkbolt", :duration "1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a dead worm or a piece of octopus or squid tentacle", :verbal true, :somatic true, :material true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :sethron-s-fearful-baying {:description "You release a dreadful howl. All creatures within 60 feet of you must succeed on a Wisdom saving throw or become frightened. A frightened creature drops whatever it is holding and must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.\n\nIn addition, all lupine beasts and monstrosities (including wolves, winter wolfs, dire wolves, and worgs) within 1 mile will hear the call and will run to your location, appearing within 1d4+1 minutes. These creatures will be friendly towards you but will not be under your control.", :key :sethron-s-fearful-baying, :school "enchantment", :name "Sethron’s Fearful Baying", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self (60-foot-radius sphere)"}, :possess {:description "You release your soul from your body and possess another humanoid or beast. That creature must make a Charisma saving throw to resist. If it fails, you take over its body. The target becomes incapacitated and unconscious and you gain control of it. While in control, you have resistance to all forms of damage that your target takes, except for psychic damage--you take psychic damage as normal and your host takes no damage.\n\nYour game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. You do not have ready access to your host’s memories. If you wish to gain access to a particular memory, you must make a Charisma ability check against your target’s Charisma. You may choose to end the possession at any time. If the body you are in drops to 0 hit points, the possession ends and you must make a Charisma saving throw. You take 6d8 psychic damage on a failed saving throw, or half as much on a successful one. You will then wake up in your body. If your body has been slain while you were out of it, you die.\n\nThe target is immune to this your possession for 24 hours after succeeding on the saving throw or after the possession ends. While you are possessing a target, you are subject to spells such as dispel evil and good and exorcism (q.v.).\n\nAt Higher Levels: If you cast this spell with a 7th-level spell slot, you may attempt to possess any being, regardless of that creature’s type.", :key :possess, :school "necromancy", :name "Possess", :duration "Concentration, up to 1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a bowl or stick of incense and a figurine of the being to be possessed", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "500 feet"}, :agra-s-ambush {:description "You provide protection for yourself or one willing creature against unwanted mental intrusion. The trap will be triggered if a protected creature is targeted by a spell or effect that would sense its emotions, read its thoughts, or put the charmed condition on it.\nThe attacker must make a Wisdom saving throw. The attacker takes 3d10 psychic damage on a failed saving throw, or half as much damage on a successful one. In either case, you are alerted as to the potential intrusion.\n\nOnce this spell has been triggered, it ends.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, the trap inflicts another 1d10 damage per slot level above 3rd.", :key :agra-s-ambush, :school "abjuration", :name "Agra’s Ambush", :duration "8 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a handful of roughly-ground glass"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :fire-truth {:description "You light a specially-made candle and place it within 5 feet of a named target. If the target then knowingly tells a lie, the candle flares brightly. A half-lie or slight deception causes the candle to gutter and flicker. If the target tells an outrageous lie, the candle extinguishes itself.\n\nAt Higher Levels. When you cast this spell using a 3rd-level or higher spell slot, and the target tells a lie, the fire leaps and burns the target, inflicting 1d10 fire damage with each lie.", :key :fire-truth, :school "divination", :name "Fire Truth", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a candle infused with rare herbs worth 25 gp, which is consumed when you cast the spell", :verbal true, :somatic true, :material true}, :casting-time "1 round", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "5 feet"}, :euphoric-tranquility {:description "A creature you touch enters a truly blissful state. If it is unwilling, it may make a Wisdom saving throw to resist; if it fails, it is stunned. A stunned creature will become very friendly and helpful, although not necessarily very useful or effective--in effect, the target becomes a friendly drunk.\n\nIf the target wishes to act normally, it may make a Wisdom saving throw. On a success, it is no longer stunned for a number of rounds equal to its Wisdom attribute modifier (minimum one round). After this time, it is stunned again.\n\nIf the creature is damaged or targeted by a hostile spell, it may immediately make a new saving throw. You may dismiss the effect at any time as a bonus action.", :key :euphoric-tranquility, :school "enchantment", :name "Euphoric Tranquility", :duration "10 minutes", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a poppy flower", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :chaotic-vision {:description "You cause the land around you to appear to shift, warp, and mutate in a completely random, bizarre, and sometimes nightmarish fashion. Objects in the area will appear to shift shape, proportions, or both. The ground becomes difficult terrain and at the beginning of each of its turns, each creature in that area must make a Wisdom saving throw or take 1d6 psychic damage due to the mind-bendingly hallucinatory nature of the area.\n\nIn reality, this is entirely a purely audio-visual illusion. The changes wrought by this spell fail to hold up to physical inspection. A creature who discerns the illusion for what it is will no longer be affected by the spell.", :key :chaotic-vision, :school "illusion", :name "Chaotic Vision", :duration "1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (60-foot radius)"}, :whispers {:description "You direct the breezes to carry the sounds of distant conversation to you. Target an area you can see within range. You can hear what any speaking creature who is within 20 feet of that point as clearly as if they were right next to you.", :key :whispers, :school "divination", :name "Whispers", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock true, :wizard false}, :range "300 feet"}, :cape-of-wasps {:description "A swarm of stinging insects appears around you. The area around you is lightly obscured. Any creature within 5 feet of you who makes a successful melee attack against you takes 2d6 poison damage.\n\nYou may also choose to have the wasps cling to you and lift you into the air. This does not require an action. While doing so, you gain a flying speed of 20 feet. However, you are not obscured and you don’t inflict damage to attackers.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the spell’s area increases to a 15-foot-radius sphere and your flying speed increases to 30 feet.", :key :cape-of-wasps, :school "conjuration", :name "Cape of Wasps", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self (5-foot-radius sphere)"}, :arrow-of-bone {:description "You paint runes of dire power on one missile or thrown weapon and it turns bone that radiates cold. You may then throw or fire the missile yourself or give it to an ally to use.\n\nThis missile 7d10 necrotic damage, plus the target must make a Constitution saving throw or be poisoned for 1 minute. If the sliver of bone you use comes from a close blood relative of the target (sibling, parent, child, grandparent, or first cousin), then the person who is firing or throwing the missile has advantage on the attack.", :key :arrow-of-bone, :school "necromancy", :name "Arrow of Bone", :duration "1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a powdered sliver of bone mixed with acid or the blood of an acidic creature, which is used to make the ink", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :drawmij-s-breath-of-life {:description "\nYou endow yourself and up eight other allies with the ability to hold your breath for 15 minutes.", :key :drawmij-s-breath-of-life, :school "transmutation", :name "Drawmij’s Breath of Life", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "100 feet"}, :transmute-water-to-acid {:description "You turn up to three gallons of water into acid; the acid continues to look and smell like water. If touched, it causes 2d6 acid damage. If consumed, it causes 4d6 acid damage and renders the drinker unable to speak until it has completely healed.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you are not affected by the acid if you touch or drink it.", :key :transmute-water-to-acid, :school "transmutation", :name "Transmute Water to Acid", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a drop of acid"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :bigby-s-dexterous-digits {:description "You create a pair of Tiny hands made of shimmering, translucent force in an unoccupied space that you can see within range.\n\nThe hands are objects that have AC 15 and 5 hit points. If all of the hands created by your spell are destroyed the spell ends. When you cast the spell and as a bonus action on your subsequent turns, you can move the hands up to 30 feet. Roll initiative for the hands as a group, which has its own turns. These hands can perform various tasks for you. Choose from the following when you cast this spell:\n\nFantastic Fencers. The hands are created holding long, rapier-like blades made of force. They attack using your spell attack modifier, and can attack two different targets at once. On a hit, the target takes 1d8 force damage.\n\nYou may choose for the fencers to do nonlethal damage instead, to use as a fencing partner for yourself or another. The wounds it inflicts cause you pain and appear to be real, but are actually illusory. If the duration runs out or the fencers bring you down to 1 hp, the fencers vanish and your hit points are restored to their pre-spell level. If you choose to make the fencers inflict nonlethal damage, the duration increases to 10 minutes.\n\n\n\nFeeling Fingers. The hands have a Strength and Dexterity of 8 (-1) but otherwise functions of an unseen servant. You can choose to use your action to treat the hands as a sensor and feel through them.\n\nThe hands have an amazingly sensitive sense of touch: they act as if they have tremorsense to 5 feet and if you use them to feel through, you have advantage on Wisdom (Perception) checks that rely on touch.\n\nPugnacious Pugilists. The hands are clenched and covered with bandages, as if they belong to a boxer. They attack using your spell attack modifier. On a hit, the target takes 1d8 bludgeoning damage.\n\nYou may choose for the pugilists to do nonlethal damage instead, to use as a boxing partner for yourself or another. The wounds it inflicts cause you pain and appear to be real, but are actually illusory. If the duration runs out or the pugilists bring you down to 1 hp, the pugilists vanish and your hit points are restored to their pre-spell level. If you choose to make the pugilists inflict nonlethal damage, the duration increases to 10 minutes.\n\nSilencing Hand. The hands fly towards a target you choose within range that you can see. Make a ranged spell attack to hit. On a success, the hands clamp themselves over the target’s mouth. They cannot be pulled away and as long as they remain, the target cannot speak and is at disadvantage to all ranged attack rolls. The hands take only half-damage that is dealt to them; the creature to which the hands are attached take the other half.\n\nStrangling Grip. The hands fly towards a Small or Medium target you choose within range that you can see and grab onto its throat, using your spell attack modifier to attack. On a hit, it does 2d4 bludgeoning damage and the target is grappled (escape DC is equal to your Spell Save DC). Until this grapple ends, the target can’t breathe. At the beginning of each of its turns, the hands inflict an additional 2d4 bludgeoning damage.", :key :bigby-s-dexterous-digits, :school "evocation", :name "Bigby’s Dexterous Digits", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pair of gloves stitched with your name and studded with gems worth at least 500 gp", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :first-strike {:description "You and all allies within range have advantage on your initiative rolls.", :key :first-strike, :school "transmutation", :name "First Strike", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a handful of sand"}, :casting-time "1 reaction, which you take when are about to enter combat.", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self (15-foot radius)"}, :amorphous-form {:description "You touch a willing creature and it and all its gear become boneless and oozelike. While in this form, its speed drops to 20 feet and it can’t attack or cast spells that require verbal components, but it also is resistant to slashing damage from nonmagical weapons, can move through a space as narrow as 1 inch wide without squeezing, can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check and gains a climb speed of 20 feet, if it doesn’t already have a faster climb speed, and doesn’t need to breathe", :key :amorphous-form, :school "transmutation", :name "Amorphous Form", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pinch of gelatin", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :fool-s-speech {:description "While casting this spell, you can include up to eight willing targets. This gives you and your allies the ability to speak in a secret language that is incomprehensible gibberish to everyone else. This language cannot be understood even when using spells such as comprehend languages.", :key :fool-s-speech, :school "illusion", :name "Fool’s Speech", :duration "1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material-component "a small bone whistle", :material true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :orb-of-acid {:description "A ball of acid, no larger than 3 inches across, appears in your palm and fires itself at a target you choose within range. Make a ranged spell attack to hit. On a success, you inflict 4d6 acid damage and the target must make a Constitution saving throw or become poisoned by the acidic fumes until the end of its next turn.\n\nAt Higher Levels. When you cast this spell with a 3rd level or higher spell slot, you inflict an additional 1d6 damage for each slot level above 2nd.", :key :orb-of-acid, :school "conjuration", :name "Orb of Acid", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material-component ""}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :ward-of-the-season {:description "One willing creature you touch is imbued with the protection and aid of the seasons. While this spell is in effect, the target regains 3 hit points at the start of each of its turns as long as it has at least 1 hit point. In addition, you may choose one of the following effects to grant your target (the effect you choose doesn’t need to match the actual season you’re in):\n\nSpring. Thin, pale green vines gently wrap around your target and culminate in a crown of flowers. The target is immune to hit point reduction. All weapon attacks made by the target inflict an additional 1d6 radiant damage.\n\nSummer. The target is surrounded by tiny motes of light, like fireflies. The target’s walking movement increases by 20 feet and it has resistance to fire damage. All weapon attacks made by the target inflict an additional 1d6 fire damage. In addition, the target sheds bright light to a distance of 10 feet and dim light for a further 10 feet.\n\nAutumn. A cloak made of brilliantly-colored leaves appears on the target’s shoulders. The target has advantage on all saving throws to resist poison or disease and has resistance to poison damage. All weapon attacks made by the target inflict an additional 1d6 necrotic damage.\n\nWinter. A light flurry of snow swirls around the target. The target has advantage on all rolls to avoid being knocked prone, and icy ground is not considered to be difficult terrain for it. All weapon attacks made by the target inflict an additional 1d6 cold damage. In addition, the target has resistance to cold damage.", :key :ward-of-the-season, :school "abjuration", :name "Ward of the Season", :duration "Concentration, up to 1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :frost-whip {:description "You create blue-white, glowing line of solidified coldness that lashes out at your command towards a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 4d10 cold damage and must make a Constitution saving throw or be paralyzed until the end of its next turn. If the creature is Large or smaller, you pull it up to 10 feet closer to you.", :key :frost-whip, :school "conjuration", :name "Frost Whip", :duration "1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :unburn {:description "You must cast this spell on the remains of an object that has been burned within the past week. A hand-size black flame that radiates cold and shadow will leap from your hand to the object and proceeds to “unburn” it: the burn damage caused by the fires will vanish, leaving the item in its original condition. If the original fire reduced an object to ashes and some of those ashes have blown away, then this spell will restore the item with gaps. If cast on a creature died from fire damage, this spell will remove the burns caused by the flame but will not restore the creature to life. Because rust is a form of oxidation, the black flame will reverse the effects of rust.\n\nIf the flame is touched, it causes 1d6 cold damage.\n\nLike normal fire, this black flame spreads and grows, consuming all burnt items until 1 hour has passed or it runs out of burnt material to consume.", :key :unburn, :school "transmutation", :name "Unburn", :duration "Permanent", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a small vial of water", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :flu {:description "One living humanoid creature you touch must make a Constitution saving throw or catch an influenza-like disease. It takes 1d4 hours for the disease’s symptoms to manifest in the creature. Symptoms include fatigue, lethargy, coughing, sneezing, and fever. While ill, the creature will suffer from one level of exhaustion that will persist until the flu is cured, either mundanely or magically. At the end of each long rest, the creature may make a new saving throw, ending the effect on a success.\n\nThis magical influenza is very contagious. All humanoids who remain within 10 feet of the target for more than 10 minutes must make a DC 10 Constitution saving or catch it as well.\n\nUnless the target succeeds at a saving throw beforehand, the spell ends and the disease vanishes after one week.", :key :flu, :school "necromancy", :name "Flu", :duration "1 week", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a handkerchief"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :ingold-s-instant-insanity {:description "One creature you touch must make a Wisdom saving throw or go insane for 1 minute. During this time, the creature babbles, screams, cries, or laughs hysterically, and hallucinates terrifying or psychedelic imagery. The creature is incapacitated for the duration.\n\nAt the same time, the target is immune to being charmed or frightened, and to psychic damage. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nAt Higher Level. When you cast this spell with certain higher level spell slots, the duration becomes concentration, up to 10 minutes (with a 4th-level slot), 1 hour (with a 6th-level slot), or 24 hours (with an 8th-level slot). In addition, when you cast this spell with a 6th-level or higher spell slot, you don’t need to concentrate.", :key :ingold-s-instant-insanity, :school "enchantment", :name "Ingold’s Instant Insanity", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :erik-s-quills {:description "You conjure and throw 2d4 porcupine quills at a target you can see within range. Make one ranged spell attack to hit. On a success, your target takes 1 point of piercing damage per quill, and 1 additional point at the beginning of each of your next 3 turns. The quills remain in the wounds for 10 minutes, at which point they vanish harmlessly. If pulled out before then, they inflict an additional 1 point of piercing damage each. A DC 10 Wisdom (Medicine), Intelligence (Nature) check, or use of a healer’s kit can be used to remove them without inflicting additional harm.\n\nThe number of quills you create increases by 2d4 when you reach 5th level (2d6), 11th level (2d8) and 17th level (2d10)", :key :erik-s-quills, :school "conjuration", :name "Erik’s Quills", :duration "Special", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a porcupine quill", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :animal-sense {:description "You grant one willing creature you touch one animal sense. You may choose from one of the following senses:\n\nBat’s Sight. The target gains blindsight to 60 feet but cannot use it while deafened.\n\nCat’s Whiskers. The target gains darkvision to 60 feet. If the target already has darkvision, its range increases by 30 feet.\n\nDog’s Nose. The target gains advantage on all Wisdom (Perception) checks that rely on smell.\n\nHawk’s Eyes. The target gains advantage on all Wisdom (Perception) checks that rely on sight.\n\nRabbit’s Ears. The target gains advantage on all Wisdom (Perception) checks that rely on hearing.\n\nSpider’s Touch. The target gains tremorsense to 60 feet.", :key :animal-sense, :school "transmutation", :name "Animal Sense", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a bit of the animal from which you are borrowing the sense"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :burst-with-light {:description "You force a creature you can see within range to make a Constitution saving throw. On a failure, the creature’s body is filled with brilliant, searing light, which pours from its eyes and all orifices and open wounds it may have. The creature takes 2d10 radiant damage at the start of each of your turns, and sheds bright light in a 30-foot radius and dim light for a further 30 feet. If the creature is undead, it takes 3d10 radiant damage instead.\n\nThe creature is also blinded for 1 minute. It may make a new saving throw at the beginning of each of its turns, ending the blindness on a success.\n\nAll creatures that end their turn within 15 feet of the target must make Dexterity saving throws. A creature takes 1d10 radiant damage on a failed saving throw, or half as much on a successful one.\n\nThis light is as pure as sunlight and affects creatures with the Sunlight Sensitivity or Sunlight Hypersensitivity traits as if they were in sunlight.", :key :burst-with-light, :school "evocation", :name "Burst with Light", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :tharos-temporal-study {:description "You (and only you) are transported to a personal demiplane for up to 12 hours. This demiplane is a 20-foot-cube and is comfortably furnished, although there is no available food besides what you bring.\n\nWhile in this study, you may take a short or long rest, study, heal yourself (via magic; natural healing does not work in this area), or engage in any other activity that you could do in such a room in this space of time. You may leave the room at any time, but that will cause the spell to end.\n\nWhen you leave the room, you will find yourself in the same place where you left. Only one round will have passed for every hour, or fraction thereof, you spent inside.\n\nBecause this area is extradimensional, bringing objects such as bags of holding inside causes the bag to rupture and explode, and it will not only suck you into the Astral Plane, but all creatures outside within 10 feet of the area from which you cast the spell will be as well.", :key :tharos-temporal-study, :school "transmutation", :name "Tharos’ Temporal Study", :duration "12 hours", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a diamond, ruby, and piece of jade, each worth 1,000 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :acid-fog {:description "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. The area inside the fog is thick and cloying, and acts as difficult terrain. The fog is also highly acidic. A creature that ends its turn inside the fog takes 4d10 acid damage. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.\n\nIf a target takes at least 20 points of damage in a single round and is wearing nonmagical armor, the armor’s AC is permanently reduced by one level of effectiveness. If the armor is reduced to AC 10, it is destroyed.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the fog increases by 10 feet for each slot level above 1st.", :key :acid-fog, :school "conjuration", :name "Acid Fog", :duration "1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "powdered dried peas"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :preservation {:description "Up to 250 pounds of inanimate, edible material will remain perfectly preserved for one month. This spell can also be used to preserve a corpse in preparation for being raised: the time spent protected by this spell isn’t counted when determining how long the corpse has been dead.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can preserve an additional 50 pounds for each slot level above 2nd.", :key :preservation, :school "abjuration", :name "Preservation", :duration "1 month", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of salt", :somatic true, :material true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :lorth-s-translocation {:description "You teleport yourself to one location that you can describe, even if you have never been there before, do not know what the location looks like, or don’t even know for sure that the place exists. For instance, you can teleport yourself to “10 feet in front of the royal thrones of Graygate” or “30 feet north from the skeletal remains of an ancient red dragon.”\n\nIf such a location exists, roll a d20.\n\nd20\tResult\n1-3\tMishap\n4-6\tSimilar area\n7-11\tOff target\n12-20\tOn target\nUse the descriptions of mishap, similar area, and off and on target from the description of the teleport spell. If you have an associated object, you get +5 to your roll. If you have an object that is like something you would find at the destination but isn’t actually from it (an image of the thrones of Graygate, a red dragon’s scale), you get a +1.\n\nThis spell does not guarantee safety. If “30 feet to the north of the skeletal remains of an ancient red dragon” would cause you to be teleported into thin air over a cliff face, then that is where you will be teleported. If it would teleport you into a solid object, however, it will instead teleport you to an empty space within 5 feet of it.\n\nIf such a place does not exist, the spell fails.", :key :lorth-s-translocation, :school "conjuration", :name "Lorth’s Translocation", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :malicious-spite {:description "You target a creature you can see with this spell, forcing it to make a Wisdom saving throw. If the creature fails, it is charmed by you. A charmed target will then develop feelings of cruel intent towards a second creature you named while casting the spell (the spell’s subject). Over the course of the week, the target will begin to truly loathe the subject and will plot against him.\n\nThis spell will not cause the target to violate her alignment or values, nor does it cause the target to obsess over the subject or spend excessive amounts of time, money, or resources in harming him. It will cause the target to push the boundaries of what it considers acceptable behavior, Potential actions could be as minor as engaging in slander or property damage to as damaging as blackmailing the subject, or attacking it or hiring thugs or assassins to attack the subject. When the spell ends, the target remembers its behavior but not the motivation.", :key :malicious-spite, :school "enchantment", :name "Malicious Spite", :duration "1 month", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "powdered turquoise worth at least 150 gp", :somatic true, :material true}, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :transmute-bone-to-steel {:description "You touch an inanimate skeleton or any object made out of bone and give it the tensile strength and durability of steel. You may also cast this spell on teeth, claws, chitin, cartilage, horn, or antler, including any of those substances that have been previously modified by the bone shape (q.v.) spell.\n\nIf you cast this spell on an skeleton, you may then animate it as a undead skeleton. The undead skeleton’s armor class can’t be less than 15.", :key :transmute-bone-to-steel, :school "transmutation", :name "Transmute Bone to Steel", :duration "Permanent", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "steel filings and powdered bone", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :true-creation {:description "You take wisps of shadowstuff and form them into real, permanent objects. The object created must fit inside of a 5-foot cube and must be something you have seen before. Using any material created by this spell as another spell’s material component causes that spell to fail. Using the material to make a magical item will either cause the attempt to fail or will create a cursed item.", :key :true-creation, :school "conjuration", :name "True Creation", :duration "Permanent", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a tiny piece of matter of the same type of the item you plan to create", :somatic true, :material true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :chant {:description "You call upon your deity to grant you and your allies special favor and to curse your foes.\n\nAs long as you continue to recite the holy writ, your allies that are within range gain +1 to attack and damage, +1 to AC, and 5 temporary hit points. At the same time, your words cause mental distress in any enemies within range, inflicting 2d10 psychic damage. You may take other actions, if you choose, but if you are rendered unable to speak in any way in an area of silence, the spell ends.", :key :chant, :school "abjuration", :name "Chant", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :verbal true}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot radius)"}, :gem-record {:description "You use this spell to record information inside a gemstone or to read information that was recorded by another. This spell is permanent, although destroying the gemstone will destroy the information, and the gem record can be erased by a dispel magic or erase (q.v.).\n\nYou may specify up to three other individuals who may also freely read the gem record. All others must cast this spell on the gemstone to be able to read it. You may cast protective spells such as glyph of warding on the gemstone in the same way you would cast it on a book.\n\nThe gemstone must be flawless for this spell to work. If the gem is slightly damaged (or is re-cut by a jeweler) after information has been recorded in it, roll a d20. On a 1, the information you want has been permanently lost. If the gem has been badly damaged or altered, the information has been lost on a roll of 1-10. If the gemstone has been shattered or pulverized, the information has been permanently lost.\n\nYou may use the copy spell (q.v.) on the gem record, but it will only produce a copy on paper or parchment, not into another gemstone. You can use spells such as encrypt or mistaken missive (q.v.) on the gem record as well. Choose one of the following functions when you cast this spell:\n\nGem Write. You record information inside of a gemstone. You may speak into it or hold the gem above a written record while casting this spell and it will copy the writing. It will record static images but cannot record moving images. You may use the gem to record spells, but that turns it into a spellbook; you cannot use a gem record as a spell scroll. For every 50 gp the gem costs, you can record up to 1,000 words or one spell level. You only have to pay half the normal cost of inscribing a spell when you record it in a gem record. When you cast this version of the spell, the casting time is 1 minute per 1,000 words or spell level. You may cast this spell on multiple occasions until the gem is “filled.”\n\nGem Read. You may read a gem record that was created by another caster. If the information was recorded verbally, you will “hear” the recorder’s voice in your mind. If it was copied from a text, you will mentally “see” the words and will have to read them; this takes as long as it would normally take to read from a book. You do not have to start from the beginning of the text; if you think about the topic or the specific section you wish to see, the gem will skip ahead to that point. This effectively gives you a search function. The recorded text is revealed mentally to you; it cannot be broadcast to be heard or read by multiple people at once. When you cast this version of the spell, the casting time is 1 round, plus the length of time it takes to listen to or read the information, to a maximum of one hour. If you lose your concentration, the spell ends.", :key :gem-record, :school "divination", :name "Gem Record", :duration "Permanent to record information, or concentration, up to 1 hour to access it.", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a flawless gemstone worth at least 10 gp to record information, or a drop of your blood to access the information", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 minute to record information or 1 round to access the information.", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :tentacle-of-withering {:description "One of your arms transforms into a 30-foot-long, wriggling gray tentacle with sticky suction cups. You may use this tentacle as a manipulative limb, or you may attack with it. Make a spell melee attack. If you strike someone with this tentacle, it does 2d10 bludgeoning damage plus 2d10 necrotic damage. In addition, the DM rolls on the following table to determine hit location and the effect that has:\n\n d12 \tBody Part\n1-3\tArm. You strike one of your target’s arms. Until this spell ends, the target can’t hold a weapon, shield, or other object in that hand or perform actions that require the use of two hands or arms.\n d12 \tBody Part\n4-6\tLeg. You strike on of your target’s legs. The target must make a Dexterity saving throw or fall prone. Until this spell ends, the target’s walking speed is reduced to 10 feet.\n7-11\tTorso. You strike the target’s torso. The target must make a Constitution saving throw or be paralyzed until the end of its next turn.\n12\tHead. You strike the target’s head. The target must make a Constitution saving throw or become blinded and deafened until this spell ends. It may make a new saving throw at the end of each of its turns, ending the effect on a success.\nOn a successful hit, you may choose to grapple that creature (escape DC is equal to your spell save DC). As long as the grapple remains in effect, that target is restrained. At the start of each of your turns, you inflict an additional 2d10 necrotic damage.", :key :tentacle-of-withering, :school "transmutation", :name "Tentacle of Withering", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a small bone and a piece of rubber"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :airboat {:description "You must be outside to cast this spell. You point to a cloud, which immediately descends towards you and changes shape until it becomes a ship made of clouds. You determine its shape (caravel, dragon-galley, rowboat, etc.), but that has no bearing on its performance.\n\nYou and up to ten other creatures of your choice may board the airboat, which flies at a speed of 100 feet under your telepathic command. You are considered to have proficiency with the airboat. While captaining the boat, you have resistance to lightning and thunder damage and are immune to harm caused by nonmagical winds. The airboat has an AC of 13 and 100 hit points.\n\nAt Higher Levels. When cast with a 9th-level spell slot, you may bring up to twenty other creatures onboard with you.", :key :airboat, :school "transmutation", :name "Airboat", :duration "Concentration, up to 12 hours", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "5 miles"}, :fireward {:description "You create an immovable area around you. In this area, no fire, either mundane or magical in origin, can burn. Flames will part and flow around the sphere but cannot penetrate it. All creatures and objects within the sphere have immunity to fire damage. The area is immobile. You (and others) may enter and exit the sphere as often as you wish for the duration, but the sphere itself remains in place.", :key :fireward, :school "abjuration", :name "Fireward", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pinch of sand and a drop of water", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self (10-foot radius sphere)"}, :avatar {:description "You channel a portion of your god or patron’s power into you, or the power of the earth itself, and become a living avatar of your god. For the duration, you gain the following powers:\n\nYou are surrounded by an aura of holy or unholy light. On your action, you can cause the aura to flare. All people within 30 feet who can see you and who are not of your faith must make a Wisdom saving throw or be frightened for the duration and take 2d6 psychic damage.\nAll spell slots you have expended that day are renewed, as are any abilities that you may have used that would require you to take a short or long rest to use again.\nYou have advantage on all ability checks, saving throws, and attack rolls.\nYou gain resistance to all forms of damage.\nYou regenerate 5 hit points at the start of each of your turns if you have at least 1 hit point.\nThis spell can only be attempted if you are in good standing with your god. If you have been less than exemplary in your faith, the spell simply fails to work. If you have angered your god in any way recently, then you will instead take 8d8 psychic damage.\n\nFurthermore, while this spell in effect, your personality is overwhelmed by that of your god’s. While you do not lose all control of yourself, you must make a DC 15 Charisma saving throw to do something that is not in the direct and immediate interests of your god. “Normal” activities (getting a drink of water or a bite to eat, reading a map, conversation, using the outhouse) can be engaged in without the need to make a saving throw, as long as those activities don’t take more than 15 minutes (after which your god gets impatient), and you can take one short rest during this time. Once this spell is over, you take a level of exhaustion as your deity’s presence leaves you.", :key :avatar, :school "conjuration", :name "Avatar", :duration "Concentration, up to 8 hours", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a sacrifice of something of value to your god", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :hurl-thunderbolt {:description "A crackling bolt of lightning appears in your hand and you may throw it at one target within range. Make a ranged spell attack.\n\nOn a hit, the target takes 6d8 lightning damage and must make a Constitution saving throw. The creature is deafened and stunned for 1 minute on a failed saving throw, or just deafened on a successful one. It may make a new saving throw at the end of each of its turns, removing the stunned condition on a successful save.", :key :hurl-thunderbolt, :school "evocation", :name "Hurl Thunderbolt", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :godly-protection {:description "Divine light illuminates all of your allies within range, provided those allies are not engaging in any action other than joining you in prayer. After you have cast the spell, they may resume their normal activities. For the spell’s duration, your allies are immune to being frightened or charmed and will have advantage on any one type of roll of your choosing: either all attack rolls, saving throws, or ability checks.", :key :godly-protection, :school "abjuration", :name "Godly Protection", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :strong-jaw {:description "You touch a friendly beast, dragon, or monstrosity (its Intelligence doesn’t matter). Its attacks using natural weapons (claws, bite, hooves, gore, pincers, tail or wing slap, or stinger) do one additional die of damage. For instance, a panther that normally does 1d6+2 piercing damage would instead do 2d6+2 damage.", :key :strong-jaw, :school "transmutation", :name "Strong Jaw", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :elminster-s-effulgent-epuration {:description "You create a dozen floating silver spheres, each of which has the ability to absorb a single offensive spell of any level that is cast on you or on your space.\n\nWhen a hostile spell is aimed at you or at an allied creature within 30 feet of you, or you pass through a damaging non-hostile spell (such as wall of fire) you may choose to have one of the spheres absorb the spell (no action required). The sphere will then wink out of existence, taking the spell energy with it.\n\nIt doesn’t matter if the spell is arcane or divine in origin, and it can absorb any spell of 8th level or less. The spheres do not negate hostile magic that was already in the area. It will negate area spells and spells that affect multiple targets, such as fireball or charm person, as long as you are one of the targets.\n\nThe spheres do not negate the use of magic items, unless the item uses a charge to cast a spell: it will absorb a magic missile cast by a wand of magic missiles but will not protect someone from the necrotic damage inflicted by a sword of life stealing.", :key :elminster-s-effulgent-epuration, :school "abjuration", :name "Elminster’s Effulgent Epuration", :duration "1 hour", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "90 feet"}, :mass-camouflage {:description "Up to 8 allies of your choice who are within 100 feet of you become camouflaged and their coloration will automatically change as they move to match their surroundings. A target does not have to remain within 100 feet of you, but does need to remain within 60 feet of at least one other target; a target that strays further than that automatically loses the spell.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may affect an additional creature for each slot level above 3rd.", :key :mass-camouflage, :school "illusion", :name "Mass Camouflage", :duration "1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self (100-foot radius sphere)"}, :vanishing-weapon {:description "You imbue a weapon with dispelling magic, and it begins to gently glow with blue light. You may use the weapon or give it to someone else to use.\n\n\n\nWhen that weapon successfully hits a creature that has been conjured with a spell (such as conjure animals), you may make an ability check using your spellcasting ability (the DC equals 10 + the level of the spell that conjured the creature). If you succeed, the creature is banished. Otherwise, you inflict normal damage.\n\nOnly creatures that can actually attack or interact with you (i.e., have attributes) can be affected by this weapon. You cannot use the weapon to banish other conjured things, such as the tentacles from Evard’s black tentacles, the phantom hound from Mordenkainen’s faithful hound, or the spirits from spirit guardian.", :key :vanishing-weapon, :school "abjuration", :name "Vanishing Weapon", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :catching-chain {:description "You call forth a chain made of pure, shining energy, target a creature you can see within range, and make a ranged spell attack.\n\nOn a hit, the chain coils around that target. The target is not restrained by the chain, but has disadvantage on all attack rolls, ability checks, and saving throws, and its speed is reduced by 10 feet. The target may make a Strength saving throw at the beginning of each of its turns, breaking free on a success (escape DC equal to your spell save DC).\n\nThe chain is an object that has AC 15, resistance to all forms of attacks, and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. Choose which of the following chains you create:\n\nHowling Chain. The chain is blood-red and constantly emits an ominous, howling chant. It beats against its trapped target, using your spell modifier to attack once each round. On a hit, it deal 3d8 bludgeoning damage.\n\nSighing Chain. The chain glows white-blue and constantly sighs, whispers, and hums. If the trapped creature attempts to pull at it, the chain tightens, inflicting 3d10 bludgeoning damage. If someone tries to pull at the chain or remove it from the trapped creature, it inflicts 2d10 bludgeoning damage to both creatures.", :key :catching-chain, :school "evocation", :name "Catching Chain", :duration "1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "three joined links of chain made from very pure metal", :somatic true, :material true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :downdraft {:description "You target a flying creature within range and summon a tremendous blast of air down upon it. The creature must make a Dexterity saving throw. If it fails, it is immediately plummets up to 100 feet, or half as far on a successful roll. If it hits the ground, it takes falling damage (1d6 bludgeoning per 10 feet), plus an additional 5d6 damage due to the force of the blast.", :key :downdraft, :school "evocation", :name "Downdraft", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a bird carved out of balsa wood, which you crush underfoot", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "1,000 feet"}, :orko-s-elemental-triad {:description "You fire bolts of energy at up to three targets you can see within range. The bolts inflict cold, fire, or lightning damage; you may choose what type of damage each individual bolt inflicts. Make a ranged spell attack for each bolt. On a hit, your target takes 4d12 damage of the type you chose.\n\nAt Higher Levels. When you cast this spell with a 9th-level spell slot, each bolt inflicts 6d12 damage.", :key :orko-s-elemental-triad, :school "evocation", :name "Orko’s Elemental Triad", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :somatic true, :material-component "a golden pyramid"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :bolt-of-stone {:description "A stone ball flies from your hand to a point you choose within range. One target must make a Dexterity saving throw, taking 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nAll creatures within 20 feet must also make Dexterity saving throws, taking 2d8 piercing damage from shrapnel, or half as much on a successful one. All creatures who take damage are stunned until the end of their next turns.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of both the initial strike and the shrapnel increases by 1d8 for each slot level above 3rd.", :key :bolt-of-stone, :school "conjuration", :name "Bolt of Stone", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a polished chip of marble", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "150 feet"}, :acid-hands {:description "As you hold your hands with thumbs touching and fingers spread, a thin sheet of corrosive liquid shoots forth from your outstretched fingertips.\n\nEach creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d8 acid 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 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :acid-hands, :school "evocation", :name "Acid Hands", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (15-foot cone)"}, :alpha-s-shadowfire {:description "A streak of black and green flame erupts from your hands and strikes a point you choose within range. Make a ranged spell attack to hit. On a success, your target takes 3d10 fire damage plus 3d10 necrotic damage.\n\nAt Higher Levels. For each spell slot of 5th level or higher, you inflict an additional 1d10 fire or 1d10 necrotic damage (your choice) per slot level above 4th.", :key :alpha-s-shadowfire, :school "evocation", :name "Alpha’s Shadowfire", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a black opal worth at least 100 gp"}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :mass-flesh-to-stone {:description "Up to eight creatures in a 40-foot cube centered on a point you see within range must make a Constitution saving throw or become restrained as its flesh begins to harden. That creature must make another Constitution saving throw at the end of each of its turns. If it fails three times, it turns to stone. If it succeeds three times, it breaks free of the spell.\n\nIf you maintain your concentration on this spell for the entire possible duration, all creatures are turned to stone until the effect is removed.", :key :mass-flesh-to-stone, :school "transmutation", :name "Mass Flesh to Stone", :duration "Concentration, up to 1 minute", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a pinch of lime, water, and earth"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :ghost-trap {:description "You surround yourself with a field of faintly shimmering energy that travels with you. Any creature with the Incorporeal Movement or Ephemeral trait, Etherealness, Ethereal Jaunt, or Ethereal Stride abilities, or is under the effects of an etherealness or similar spell is rendered fully corporeal while in the spell’s area. It is impossible for any creature to become ethereal or incorporeal while in the spell’s area.\n\nAny formally incorporeal or ethereal creature that had resistance or immunity to nonmagical weapons or weapons made of special materials (such as silvered weapons) loses that resistance and immunity, and it also loses its immunity to being grappled, knocked prone, paralyzed, or restrained.", :key :ghost-trap, :school "abjuration", :name "Ghost Trap", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self (30-foot-radius sphere)"}, :true-name {:description "With this dangerous spell, you target a celestial, fey, fiend, or other creature within range that has a hidden true name. That creature must make a Charisma saving throw. On a failure, you learn that creature’s true name.\n\nAt the same time, you must make a saving throw, using your spellcasting ability modifier, with the DC equal to 8 + the total of the creature’s Intelligence, Wisdom, and Charisma attribute modifiers and proficiency bonus. If you fail, the creature you targeted learns your name and appearance.", :key :true-name, :school "divination", :name "True Name", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a potion of mind reading, which you must consume while casting this spell", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :bladethirst {:description "Your sword or other slashing weapon bursts into unearthly steel-blue flame. Until the end of your turn, you have advantage on all rolls to hit with this weapon and inflict an additional 1d6 cold damage. The weapon sheds bright light in 10-foot radius and dim light for a further 10 feet.\n\nAt Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the amount of cold damage you inflict increases by 1d6 for each slot level above 1st.", :key :bladethirst, :school "transmutation", :name "Bladethirst", :duration "1 round", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :sensory-deprivation {:description "You create a phantasm of utter nothingness centered on one creature you can see within range, forcing that creature to make a Wisdom saving throw. If your target fails, it is blinded, deafened, loses any blindsight, darkvision, tremorsense, and truesight it may have, and cannot use its sense of smell or touch. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends.\n\nIf you maintain concentration for the entire duration, and the spell doesn’t end earlier for the target, the target takes 3d10 psychic damage.", :key :sensory-deprivation, :school "illusion", :name "Sensory Deprivation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a black silk blindfold", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :cursed-blade {:description "You imbue a weapon with evil magic, causing its blade or striking edge to turn a disturbing, greasy black in color. For the spell’s duration, when this weapon used to attack a target, the target’s hit point total is reduced by the amount of damage it inflicts. This hit point reduction remains until the target takes a short or long rest.", :key :cursed-blade, :school "necromancy", :name "Cursed Blade", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :pilpin-s-prompt {:description "This spell will remind you of an upcoming appointment or event that is up to a week away. You may decide when you wish to be reminded. When the event occurs, there’s an audible ping! and a scrap of paper appears in your hand with the reminder written on it in your handwriting. The reminder can be no longer than 25 words long and is permanent (although completely mundane).\n\nThe prompt can only be set to remind you, not someone else.\n\nAt Higher Levels. When you cast this spell with certain higher-level spell slots, the event can be up to a month away (2nd-level slot), a year away (3rd-level slot), or as far into the future as you like (4th-level or higher slot).", :key :pilpin-s-prompt, :school "transmutation", :name "Pilpin’s Prompt", :duration "1 week", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :verbal true, :somatic true, :material-component "a scrap of elephant hide"}, :ritual true, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :ghost-whip {:description "You create a long whip made of ethereal material that appears from your hand and lashes out at your command towards an creature in range that is an elemental, a fey, a fiend, or undead. Make a melee spell attack against the target. This attack ignores immunity to the grappled or restrained condition If the attack hits, the creature takes 3d10 force damage. If the creature is Large or smaller, you pull it up to 10 feet closer to you.\n\nOn a successful hit, you may choose to have the whip grapple the target. A grappled target is restrained (escape DC equal to your spell save DC) and you cannot use the whip on another creature. At the start of each of your turns, the grappled creature takes 1d10 force damage.\n\nThe whip ignores all objects and creatures other than the target you choose, allowing it to pass through those objects without hindrance.", :key :ghost-whip, :school "conjuration", :name "Ghost Whip", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :spirit-scream {:description "You utter a low-pitched wail in a 30-foot cone. All creatures in that area must make a Constitution saving throw. A creature takes 8d6 psychic damage throw and is deafened and frightened for 1 minute on a failed saving through, or half as much damage and is deafened and frightened until the end of its next turn on a successful one. Creatures that are immune to being deafened cannot be affected by this spell.", :key :spirit-scream, :school "necromancy", :name "Spirit Scream", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a pinch of diamond dust and a small ivory cone"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot cone)"}, :sheath {:description "One item of 100 pounds or less that you touch is sheathed in an extradimensional space. You may speak a command word to withdraw the item from this space, and different command word to replace it. This spell is permanent; you may take the item in and out as often as you wish. The sheath is attuned to one item; you cannot place any other object inside it.\n\nThe sheath remains at your side or behind your back. If the item is within the sheath when you enter an extradimensional space that reacts when it comes in contact with a portable hole or bag of holding, such as that created by the nilspace doorway spell (q.v.), the sheath explodes, inflicting 6d8 force damage to you and all creatures within 5 feet of you, and destroying the item.\n\nYou can dismiss this spell at any time, and the object will appear in your hand or on the ground within 5 feet of you. If this spell is dispelled, the item in your sheath vanishes into the Astral plane.", :key :sheath, :school "transmutation", :name "Sheath", :duration "Permanent", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "5,000 gp worth of blue sapphire dust and the web of a phase spider"}, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :heethem-s-hydromorph {:description "Pick a point within range that is on still or gently-flowing water. You may shape the water to create fountains and water sculptures in a 30-foot-radius circle around that point. This spell cannot be used for offensive purposes.\n\nIf you cast this spell on that point every day for a month, it becomes permanent. You can’t cast this spell as a ritual when doing this.", :key :heethem-s-hydromorph, :school "transmutation", :name "Heethem’s Hydromorph", :duration "24 hours", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :druidcraft-new-variants- {:level 0, :school "transmutation", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :option-pack "The (Not Really) Complete Tome of Spells", :name "Druidcraft (New Variants)", :description "These are new variants of the spell druidcraft that appears in the Player’s Handbook (page 236).\n\nYou perfectly mimic one animal or bird call. This does not give you the ability to speak with the animal, but does allow you to mimic the creature’s mating calls, territorial howls, warning growls, and so on, with enough accuracy to fool that creature.\nYou place a magical mark on a natural inanimate object. The mark instantly understandable to other creatures that know this spell. The mark can only convey simple concepts, such as “fresh water is nearby” or “warning: nesting monsters.” The mark lasts until the end of the season or until you dispel it.\nYou command one beast of CR 0. The command must be of no more than two or three words (“sit,” “attack him”). The creature will obey you to the best of its ability.\nYou completely heal a normal Tiny or Small plant of all damage and disease.\nYou cause a picked fruit (or vegetable, seed, or nut) that you hold in your hand to become ripened to perfection, unblemished, and free from parasites, and healthy to eat.\nYou ask a beast of CR 1/2 or lower to perform a simple, non-combat-related task for you. The beast will obey you as long as it’s physically capable of performing the task, it can’t potentially harm it, and it takes no longer than 1 minute to complete.", :key :druidcraft-new-variants-}, :animate-dead-animals {:description "The spell creates one or more undead beasts. Choose piles of bones or corpses of beasts of CR 1 or less that are within range. Your spell imbues the targets with a foul mimicry of life, raising it as undead creature. The targets become skeletons if you chose bones or zombies if you chose corpses. Chose one of the following options when you cast this spell:\n\nOne beasts of challenge rating 1/4 or lower\nTwo beasts of challenge rating 1/8 or lower\nFour beasts of challenge rating 0\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-hour period, 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 eight creatures you have animated with this spell, rather than animating new beasts.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you reassert control over four additional undead creatures for each slot above 1st.\n\nOptionally, when you cast this spell using a spell slot of 2nd level or higher, you can animate a one beast whose CR is equal to the spell slot level with which you cast this spell, -2 (i.e., a CR 1/2 beast when cast with a 2nd-level slot, a CR 1 beast when cast with a 3rd-level slot, etc.)", :key :animate-dead-animals, :school "necromancy", :name "Animate Dead Animals", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a drop of blood, a claw or a tooth, and a pinch of bone", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 ft."}, :distort-life {:description "You touch a pregnant beast, dragon, giant, humanoid, or monstrosity, or an egg laid by one of those creatures, or a plant that is budding or producing spores or seeds, and alter the fetus within it in one of the following ways with each casting:\n\nAesthetics. You can make a number of minor cosmetic changes equal to your spellcasting ability modifier, typically in the type, coloration, or patterning of its outmost covering. For instance, you could change a tiger’s orange and black stripes to blue and green-splotched scales, or give a sparrow metallic gold feathers, or cause a horse to glow faintly in the dark. You can’t use this version of the spell to give it any special traits.\n\nArmor. You thicken the creature’s skin, add scales or leathery hide, or cover it with a shell. It’s armor class improves by +1 with each casting.\n\nAttacks. You give the creature larger claws, sharper teeth, stronger arms, spikes or a club on its tail, etc. With each casting of this spell, you can give the creature a brand new attack (which can do no more damage than its current most powerful attack), one additional attack with an existing attack form, or increase the amount of damage it does with an existing attack by one die size (for example, if the target creature inflicted 1d4+1 damage with a bite attack, you could alter that so it inflicts 2d4+1 damage). You can also choose to remove attacks or lower the damage inflicted with an attack by one or two dice.\n\nBreathing. You alter the creature’s respiratory system, giving it or removing either the Amphibious or Aquatic trait.\n\nDiet. You alter the creature’s digestive system, turning it into an herbivore, carnivore, omnivore, hemovore (consumes blood), or liquivore (consumes pre-liquefied internal organs), and other, similar diet. This also changes the creature’s teeth, jaws, and tongue to allow it to eat that food (and if necessarily, gives them the ability to produce anticoagulant saliva or to inject digestive juices), but doesn’t give them any additional or improved attacks.\n\nEnergy Attack. You can give the creature a poisonous bite, fiery breath, acidic spittle, lightning stare, etc. This attack can do no more than 1d8 damage per hit die it has.\n\nHeads. With each casting of this spell, you can give the creature one additional head. If the creature has two or more heads, has the Two Heads trait (it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious) and the Wakeful trait (when one of its heads is asleep, the other heads are awake).\n\nInnate Spellcasting. You can give a creature the ability to cast spells innately, using Charisma as its spellcasting ability. With each casting of this spell, you can give the creature the ability to cast one cantrip, or one 1st-level spell once per day. This must be either a spell you know or a spell you can cast through a scroll. With each additional casting, you can give it another spell to cast or let it cast an existing spell another time per day, up to three times per day.\n\nLimbs and Extremities. You can give a creature one or two matching body parts (such as creating a tail or a a pair of limbs), alter existing parts into different ones (such as turning paws into hands, arms into wings, or a beak into a lamprey mouth), give it a new movement type (its new speed can’t be faster than its current fastest movement speed, plus 10 feet), or increase or decrease an existing movement speed by 25% (rounded to the nearest 5 feet).\n\nMagic Resistance. You can give the creature advantage on saving throws against spells and other magical effects.\n\nMighty. You can improve its attributes by a total of +3, to be distributed how you wish.\n\nMorality. You can give the creature a strong inclination towards chaos, evil, good, or law.\n\nResistances and Immunities. You can give the creature resistance to one type of damage or immunity of up to two conditions. If it already has resistance to that type of damage, you can give it immunity to that type.\n\nSenses. You can give the creature a keen sense, darkvision, or tremorsense.\n\nSize. You can increase the creature’s adult size by one size category.\n\nVigorous. You improve its hit dice by up to a number equal to its Constitution modifier.\n\n\n\nAfter choose the change you want to make, the DM will roll a d20 + your spellcasting ability modifier. The DM doesn’t have to roll if you only chose to make aesthetic changes.\n\n d20 \tResult\n1\tFailure. No changes were made. The offspring is a normal member of its parent’s species.\n2-7\tFailure. The creature is horribly defective or mutated in some way, although it might have the change you wanted. It may be stillborn or die shortly after birth--or it might survive into adulthood, in which case it will have the aberration monster type, may gain additional, unforeseen abilities, and will always breed true with other members of its new species or with its parents’ species. It will also be fairly uncontrollable except by magic.\n8-17\tSuccess. The creature is more or less what you wanted, although it might (25 percent chance) have a weakness, vulnerability, or other unforeseen change. There is a 25 percent chance that it’s sterile, and if it’s not, there’s a 50 percent chance that it won’t pass on its desirable traits to its offspring, unless you cast breed true (q.v.) first.\n18-20\tComplete Success. The creature is exactly how you envisioned it and will always breed true with other members of its new species or with its parents’ species.\nYou may cast this spell on fetus multiple times. However, each time you do so causes you to have a cumulative -2 penalty when the DM rolls on the table to determine success.\n\nIf the mother or egg you are casting on is having multiple offspring, there is a 25 percent chance only one fetus is affected, a 50 percent chance that half of the fetuses are affected, and a 25 percent chance that they all are.\n\nAt Higher Levels. When you cast this spell with a 8th-level or higher spell slot, you can make certain other changes:\n\nAttacks. In addition to the changes listed above, you can increase the damage die type by one. For example, If a creature’s bite inflicts 1d4+1 damage, you could alter it so it inflicts 2d6+1 damage instead.\n\nBreathing. You can remove a creature’s need to breathe altogether.\n\nDiet. You can alter the creature’s needs so it feeds on magic, psychic energy, emotions, fear, pain, stone or metal, or something equally exotic.\n\nInnate Spellcasting. You can give the creature the ability to cast one 2nd- or 3rd-level spell once per day.\n\nSenses. You can give the creature blindsight or truesight.", :key :distort-life, :school "transmutation", :name "Distort Life", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a silver model of the pregnant creature worth 500 gp"}, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :cloud-walk {:description "One willing creature you touch gains the ability to walk or climb on fog, cloud, or smoke at the creature’s normal walking speed. If the fog is moving, it will also carry you along at its speed as well.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may target one additional creature for each slot level above 3rd.", :key :cloud-walk, :school "transmutation", :name "Cloud Walk", :duration "Concentration, up to 8 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a hair from a nightmare", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Touch"}, :alpha-s-sparkle-beam {:description "You draw upon the Positive Plane and call forth a cone filled with shining motes of silver and gold light. One creature you see within 15 feet of you must make a Constitution saving throw or be blinded until the beginning of its next turn.\n\nIf you target a creature that is undead or a fiend and it fails its saving throw, it also takes 1d8 radiant damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :alpha-s-sparkle-beam, :school "evocation", :name "Alpha’s Sparkle Beam", :duration "Instantaneous", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "15 feet"}, :grassdart {:description "You pluck a number of blades of grass equal to your level and they are magically changed to be as strong as iron and razor-sharp, allowing you to use them as weapons. They are considered to be finesse weapons and you have proficiency in them.\n\nThe grass can be used as either a melee or thrown weapon. A blade of grass less than one foot long does 1d4 piercing damage and has a range of 20/60. A blade longer than that does 1d6 piercing damage and has a range of 30/120.", :key :grassdart, :school "transmutation", :name "Grassdart", :duration "10 minutes", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "several blades of grass", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (10 foot radius)"}, :dust-warriors {:description "You scatter teeth on unworked ground within 10 feet of you and three skeletons appear. They have the same attributes as the skeletons in the Monster Manual.\n\nIf you use dragon’s teeth to cast this spell, have resistance to the same type of damage that dragon’s breath weapon inflicted, and their melee attacks inflict an additional 1d8 damage of that type. (If you do not know what sort of dragon the teeth came from, the DM will determine that.)\n\nThe skeletons are under your command for the duration. On each of your turns, you can use a bonus action to 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.\n\nWhen the spell ends, the skeletons turn back into teeth.\n\nAt Higher Levels. When you cast this spell with a spell slot of 4th level or higher, you create an additional skeleton per slot level above 3rd.", :key :dust-warriors, :school "necromancy", :name "Dust Warriors", :duration "10 minutes", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "the canines and incisors from a carnivore", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :touch-of-madness {:key :touch-of-madness, :school "enchantment", :name "Touch of Madness", :duration "1 round", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material-component "One creature you touch must make a Wisdom saving throw. On a failure, obscene and insane thoughts creep into its brain. Until the beginning of its next turn, it has disadvantage on all ability checks, attack rolls, and saving throws."}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :compass {:description "You use the pin, cork, and brass bowl to make a simple compass. However, instead of pointing to magnetic north, the needle points towards any destination you choose, as long as you know for certain that destination exists. For instance, you could set it to point towards your home port or a major city, but not to the rumored location of a long-lost dungeon.\n\nThe spell ends if the water is drained from the bowl or the cork or needle is removed.", :key :compass, :school "divination", :name "Compass", :duration "1 week", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a brass bowl filled with water, an iron needle, and a cork", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :eternity-of-torture {:description "You choose a subject within range and force it to make a Constitution saving throw. If it fails, it is wracked with horrible pain--forever. It is paralyzed permanently and is completely unaware of anything but the pain it is suffering. While paralyzed, the creature doesn’t need to eat, drink, breathe, or sleep, and it doesn’t age. The creature takes no damage from the pain (although it will feel as if it is), but any damage it takes from other sources will not heal while this spell is active.\n\nIf the creature succeeds on its saving throw, it takes 5d6 psychic damage and is incapacitated due to terrible pain for 1 minute.\n\n\n\nA remove curse will end this effect.", :key :eternity-of-torture, :school "necromancy", :name "Eternity of Torture", :duration "Permanent", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "30 feet"}, :wyvern-watch {:description "You create a cloud of mauve smoke in roughly the shape of a wyvern, which you set to guard an area. If a creature of Small size or larger approaches within 10 feet, the wyvern strikes and the creature must make a Dexterity saving throw or be paralyzed for 10 minutes.\n\nAs soon as a creature has succumbed to the wyvern’s attack, or when 12 hours has passed, the wyvern will dissipate.", :key :wyvern-watch, :school "evocation", :name "Wyvern Watch", :duration "12 hours", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :far-sight {:description "You gain the ability to see five times as far as normal. This affects darkvision and truesight as well as normal vision. In addition, when using a ranged or thrown weapon, you are not at disadvantage when attempting to hit a target beyond normal range.", :key :far-sight, :school "transmutation", :name "Far Sight", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a small, round piece of glass, which is consumed in the casting", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :nystul-s-radiant-baton {:description "You summon a slender baton made of glowing, colored light, drawn directly from the Elemental Plane of Radiance; you choose its color when you cast the spell. You have proficiency in using it and on a hit it does 3d8 radiant damage plus 2d8 damage of a different type, depending on what color you picked:\n\nBaton Color\tDamage Type\nRed\tFire damage\nOrange\tAcid damage\nYellow\tLightning damage\nGreen\tPoison damage\nBlue\tCold damage\nIndigo\tForce damage\nViolet\tPsychic damage\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 color-specific damage for each slot level above 3rd.", :key :nystul-s-radiant-baton, :school "conjuration", :name "Nystul’s Radiant Baton", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a crystal prism, which shatters when you cast the spell, and seven small silver rods, which can be reused", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :iron-robes {:description "Your clothing becomes as tough as iron. For the duration of this spell, your armor class is 15 + your Dexterity modifier.", :key :iron-robes, :school "transmutation", :name "Iron Robes", :duration "1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :favor-of-the-earth {:description "This spell is granted by gods of plants, the woodlands, and of agriculture. Choose a point within 30 feet. All mundane plants within 5 feet of that point are healed of all nonmagical diseases and toxins and their yield of fruit, flowers, or other usable parts is doubled for 1 month.", :key :favor-of-the-earth, :school "transmutation", :name "Favor of the Earth", :duration "Permanent", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of amber worth at least 25 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :prestidigitation-new-variants- {:level 0, :school "transmutation", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :option-pack "The (Not Really) Complete Tome of Spells", :name "Prestidigitation (New Variants)", :description "These are new variants of the spell prestidigitation that appears in the Player’s Handbook, pg.267.\n\nYou cause a page of a book to appear blank for 1 hour.\nYou cause a glowing green arrow to appear; it will point in a cardinal direction you choose for 1 round.\nYou can cause one willing creature you touch to become sterile for one hour.\n\n\nYou count the number of objects of one type that are no smaller than a grain-of-rice size that are within a single pile or container, or that are in a 5-yard square.\nSort small objects (none of which may be heavier than half an ounce) into discrete piles based on one criterion of your choice (such as color or shape).\nYou touch a plate of food or cup of drink and learn it’s quality: rotten, poor, average, good, or gourmet. This does not reveal the existence of poison or other containments.\nYour hair or beard is neatly trimmed or grows by 1 inch.\nYou shape a Medium-sized or smaller patch of nonmagical smoke or fog into any shape you wish, although you’re incapable of fine detail. You can even cause it to move slightly.\nYou make an unliving object no larger than waterproof for the duration, although fully immersing it in liquid for 1 minute or more will end the spell. This object can be no longer than 3 feet on a side and weigh no more than 10 pounds.\nYou create an umbrella of magical force. You can choose its appearance or make it invisible. It won’t protect you from rain created by a spell of 1st level or higher.\nYou can alter the pitch, tone, and accent of your voice. You can even give yourself a slight speech impediment (such as a minor lisp or stutter) ot change your voice so you sound like a member of a different race or sex.", :key :prestidigitation-new-variants-}, :skull-watch {:description "You cast this spell while holding a humanoid’s skull, then let go. The skull continues to float in mid-air, facing the same direction you had originally pointed. Once placed, the skull can’t move of its own volition, although you can move and reposition the skull as you wish.\n\nThe skull has blindsight to 90 feet and is blind beyond that. If any creature enters its field of vision within 90 feet, it releases a piercing shriek that can be heard up to a 1,000 feet away; at the same time, you are telepathically alerted. If you have multiple skull watches, the telepathic alert will inform you which one was triggered.", :key :skull-watch, :school "necromancy", :name "Skull Watch", :duration "1 day", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "the skull of a humanoid", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :animal-animosity {:description "One creature you can see within range must make a Wisdom saving throw or be cursed with a hateful aura beasts can sense. All beasts who come within 30 feet of the target will become angry with that target and may attempt to attack it. A remove curse will end this effect.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional target for each slot level above 1st.", :key :animal-animosity, :school "enchantment", :name "Animal Animosity", :duration "8 hours", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock true, :wizard false}, :range "30 feet"}, :soul-safe {:description "You force a creature you touch to make a Charisma saving throw (make a melee spell attack to hit). On a failure, the creature’s soul is sucked into the jet stone, although the creature is otherwise unharmed and unchanged.\n\nFor the duration of the spell, the creature is at disadvantage on saving throws and doesn’t heal at the end of a long rest unless it spends Hit Dice to do so. In addition, the creature cannot become undead during this time or be subject to any spells that would remove or damage its soul. However, any attempts by other creatures to possess it succeed automatically.\n\nIf the jet that contains the spell is destroyed, the soul will instantly return to its body (or if the body has been killed, it will immediately move to the appropriate afterlife). This spell does not function on celestials, constructs, elementals, fiends, undead, or any creature that lacks a soul. (The DM should determine whether fey creatures and creatures with the Fey Ancestry trait have souls or not).\n\nAt Higher Levels. When you cast this spell with a 7th-level or higher spell slot, the duration increases to 1 week. When you cast it with a 9th-level spell slot, the duration increases to 1 year.", :key :soul-safe, :school "necromancy", :name "Soul Safe", :duration "24 hours", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of jet"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :mass-sanctuary {:description "You choose up to eight allies within range. Until the spell ends, any creature who targets a protected target with an attack or harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creatures from area effects, such as the explosion of a fireball. If a warded creature makes an attack or casts a spell that affects an enemy creature, this entire spell ends.", :key :mass-sanctuary, :school "abjuration", :name "Mass Sanctuary", :duration "1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small mirror"}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "50 feet"}, :forcewhip {:description "You create a translucent line of magical force that lashes out at your command towards a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 8d6 force damage and if the creature is Large or smaller, you pull it up to 10 feet closer to you.\n\nYou may choose to have the whip grapple the target (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and you cannot use the whip on another creature.", :key :forcewhip, :school "evocation", :name "Forcewhip", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :k-ldane-s-instant-burden {:description "You pick a creature within range you can see and force it to make a Strength saving throw. On a failure, all inanimate objects that it’s carrying increases in weight until they becomes dangerously heavy. Creatures that aren’t wearing or carrying anything can’t be affected by this spell.\n\nA creature that wasn’t encumbered before become encumbered (Player’s Handbook, Chapter 7: Using Ability Scores), and its speed drops by 10 feet. A creature that was encumbered becomes heavily encumbered and its speed drops by 20 feet. In addition, the creature takes 1d6 bludgeoning damage from the sudden increase in weight. A creature that was heavily encumbered is crushed under the weight. Until at least half of the objects it is carrying are removed, it falls to the ground and is incapacitated, and it takes 3d6 bludgeoning damage from the sudden increase in weight. In addition, as long as it is incapacitated, it must make a Strength saving throw at the end of each of its turns, taking 1d6 bludgeoning damage on a failure.\n\nIf you cast this spell on the contents of a container, roll a die. On an odd number, the container cracks, bursts, or bulges at the scene. If you cast this spell on the contents of a vehicle, the vehicle takes 2d10 bludgeoning damage.\n\nIf you cast this spell on an object that is being held by a Tenser’s floating disk, telekinesis, or another spell that lifts objects and has a weight limit, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. This spell will also instantly cancel a mage hand.", :key :k-ldane-s-instant-burden, :school "transmutation", :name "Kâldane’s Instant Burden", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of lead"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "90 feet"}, :agonizing-rebuke {:description "You blast your opponent with cruel words and instill in it so much apprehension that it suffers mental distress at even the thought of attacking you. The creature is magically forced to make a Wisdom saving throw.\n\nOn a failure, it suffers 2d6 psychic damage each time it attacks you, casts a spell that harms you (even indirectly), or otherwise takes an action that causes you harm. If this damage would reduce your target to 0 hit points or less, it instead drops to 1 hit point and falls unconscious for 10 minutes.\n\nIf you or one of your allies attacks the creature, it may make a new saving throw, ending the effect on a success.\n\nAt Higher Levels. When you cast this spell with a 4th- or 5th-level spell slot, the duration increases to Concentration, up to 10 minutes. When you cast it with a 6th-level or higher spell slot, the duration increases to 1 hour, and concentration isn’t needed.", :key :agonizing-rebuke, :school "enchantment", :name "Agonizing Rebuke", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :sleepcloud {:description "You create a 20-foot radius sphere of sweet-smelling, indigo-hued fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind (20 miles per hour or more) 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. A creature falls unconscious for 10 minutes on a failure. Creatures are affected even if they hold their breath or don’t need to breathe, although creatures that are immune to unconsciousness are not affected by this spell. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.", :key :sleepcloud, :school "conjuration", :name "Sleepcloud", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "120 feet"}, :long-arm {:description "You increase the length of one or both of your arms (and their reach) by 5 feet.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you can increase your arms by an additional 5 feet for each slot level above 1st. For every 10 feet you increase your arm length, you can add one extra joint, which increases flexibility.", :key :long-arm, :school "transmutation", :name "Long Arm", :duration "Concentration, up to 1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :heartbreaker {:description "You make a gesture as if you were breaking something, and one living creature within range is forced to make a Constitution saving throw. If the creature succeeds, it takes 10d10 force points and its hit point maximum is reduced by that amount.\n\nIf it fails, the creature suffers from a sudden major heart attack and is immediately reduced to 0 hit points and must begin making death saving throws. Should it survive, its hit point total is reduced by half the damage it took.\n\nThis hit point reduction lasts until a spell such as greater restoration or heal is cast on the target.", :key :heartbreaker, :school "necromancy", :name "Heartbreaker", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :ivy-siege {:description "Ivy vines grow at lightning speed over a building or structure; in 10 minutes, the vines have spread so thickly it’s nearly impossible to see the building underneath. The building must be on the ground; ships and flying objects are immune. After it has completely covered the building, the ivy deepens in color to green-black and begins squeezing the walls. It does 4d10 bludgeoning damage every minute for the spell’s duration.\n\nA 10-foot-square section of ivy has an armor class of 10 and 10 hit points. It is vulnerable to fire damage, resistant to bludgeoning and piercing damage, and is immune to psychic damage. If a section is destroyed, it will grow back in 10 minutes.\n\nAt the end of the spell’s duration, the ivy will stop growing and can be removed through normal methods.", :key :ivy-siege, :school "transmutation", :name "Ivy Siege", :duration "Concentration, up to 1 hour", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "an ivy leaf"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "150 feet"}, :thump {:description "You smack a hostile creature with the item you are holding on the head, face, or hand or paw while berating it. Make a melee spell attack. If you hit, the creature is stunned for the duration. It may make a new saving throw at the beginning of each of your turns, ending the effect with a success.\n\nYou may only affect one creature per casting.", :key :thump, :school "evocation", :name "Thump", :duration "Concentration, up to 1 minute", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a fan, rolled-up scroll, or other non-weapon object you can hold in one hand"}, :casting-time "1 reaction, which you take when another creature attacks you", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :weapon-bless {:description "You imbue your weapon with great power against a single, specific foe, whose name (or at least a very good description) you inscribe upon the weapon.\n\nWhen you face that foe in battle, you gain a +10 bonus to hit on your first attack, and do +10 damage on that first attack, if it is successful. In addition, if you roll a 1, you may reroll; you must take the second roll, no matter what it is. After that first blow, the magic fades somewhat. For one minute afterwards, you have a +1 bonus to hit and +1 to damage against that creature. If you use this weapon against another creature before you strike your named foe, the spell ends and the weapon becomes completely normal.", :key :weapon-bless, :school "transmutation", :name "Weapon Bless", :duration "Until discharged", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "pen and ink"}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :projected-magnification {:description "You pick a distant object or place you can see or are aware of that is within range. An image of that object or place is then projected onto a flat surface or in the air within 20 feet of you.\n\nIt is two-dimensional, outlined in faint blue light, and covers an area of up to 10 square feet. You can zoom in and out up to 100× magnification.", :key :projected-magnification, :school "divination", :name "Projected Magnification", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a shard of glass"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "10 miles"}, :mirage {:description "You create an elusive mirage on the horizon of something desirable--an oasis, a town, etc.--that seems to beckon the viewer to move towards it. The mirage always appears fuzzy and indistinct but seems quite large and attractive.\n\nAll creatures with an Intelligence of 4 or higher who can see must make a Wisdom saving throw. A creature that fails its save is charmed and will be compelled to head directly towards the vision for the duration of the spell. The creature will always travel by the safest route, if possible, and will not realize that the mirage has gotten no closer, no matter how far or fast they travel. Creatures that are immune to being charmed cannot be affected by this spell.\n", :key :mirage, :school "illusion", :name "Mirage", :duration "1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "seven drops of water", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :consume-likeness {:description "You consume an ounce of raw flesh from a creature of the same type and size category as yourself, and your form changes to perfectly match the way that creature looked when alive (you may also cast this using meat from a still-living creature). This change is permanent but is also primarily cosmetic. You gain none of the original creature’s attributes, abilities, or knowledge. However, it the creature had the Amphibious or Aquatic trait, you also gain the ability to breathe underwater as well as air. You can also gain up to one additional pair of limbs, if the original creature had extra limbs; likewise, if you were missing a limb and the original creature was not, you regrow that limb--however, if the original creature was missing a limb (and not from the way it was killed), you also lose that limb. When you die, you resume your true form.", :key :consume-likeness, :school "transmutation", :name "Consume Likeness", :duration "Permanent", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "one ounce of meat"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :bite-of-the-king {:description "Make a melee spell attack against a living creature of your size or smaller. If you succeed, your mouth expands to many times its normal size and you swallow the creature whole. Your mouth then returns to its normal size.\n\nYour swallowed victim is not in your stomach but in a temporary “stomach dimension.” It is subject to magical peristalsis but not stomach acids. While swallowed, your target is blinded and restrained, has total cover against attacks, and it takes 3d12 bludgeoning damage at the start of each of your turns. The swallowed creature may attempt to escape. The stomach dimension has AC 17, and if it takes 30 damage or more on a single turn from the swallowed creature, it will escape and will appear, seemingly out of thin air, in a space within 5 feet of you. Although this stomach dimension is not technically connected to you, you take half of the damage inflicted to it during escape attempts.\n\nEach time you swallow a creature, you create a separate stomach dimension. Thus, you may swallow multiple creatures at one time.", :key :bite-of-the-king, :school "necromancy", :name "Bite of the King", :duration "Concentration, up to 1 minute", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Touch"}, :eyes-of-the-sun {:description "Your eyes glow with brilliant sunlight. Any creature within 5 feet of you who can see your eyes must make a Constitution saving throw or be blinded for 10 minutes. You also shed bright light to a distance of 30 feet and dim light for a further 30 feet.\n\nEach turn, you may target one creature you can see within 30 feet of you and who can see your eyes. That creature must make a Constitution saving throw, taking 6d6 radiant damage on a failed saving throw, or half as much on a successful one. Creatures with Sunlight Sensitivity or Sunlight Hypersensitivity have disadvantage on this saving throw.", :key :eyes-of-the-sun, :school "evocation", :name "Eyes of the Sun", :duration "1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :aria-of-the-victorious-knights {:description "You sing a rousing operetta and a squadron of illusory mounted knights coalesces out of the air. They appear to be spectral or shadowy and cannot be mistaken for living beings. They form a line 30 feet long, centered on any point you choose within range, and ride forth, moving up to 60 feet from their starting point in a direction you choose before vanishing.\n\nAll creatures in their path must make Dexterity saving throws. A creature takes 5d6 cold damage and 5d6 psychic damage from a failed saving throw, or half as much damage from a successful one. A creature in the area who can see the army and who failed its saving throw is also frightened for until the end of its next turn.\n\nAt Higher Levels. When you cast this spell with a 7th-level or higher spell slot, you may increase the length of the squadron by 10 feet for each slot level above 6th.", :key :aria-of-the-victorious-knights, :school "illusion", :name "Aria of the Victorious Knights", :duration "1 round", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "an illuminated opera script worth at least 100 gp"}, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "100 feet"}, :orb-of-force {:description "A ball of gleaming violet, magical energy, no larger than 3 inches across, appears in your palm and fires itself at a target you choose within range. Make a ranged spell attack to hit. On a success, you inflict 4d6 force damage and the target must make a Constitution saving throw or become restrained until the end of its next turn as the energy surrounds it.\n\nAt Higher Levels. When you cast this spell with a 3rd level or higher spell slot, you inflict an additional 1d6 damage for each slot level above 2nd.", :key :orb-of-force, :school "conjuration", :name "Orb of Force", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :arboreal-hammer {:description "You animate a tree branch within range and direct it to attack a foe within 10 feet of it. It uses your spell attack modifier to hit and inflicts 3d10 bludgeoning damage on a successful blow. You may use your bonus action to direct it to change targets.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may animate one additional tree branch per slot level above 3rd. Each branch gets one attack each round. In addition, when you cast this spell with certain higher-level spell slots, each branch inflicts 5d10 damage (7th- and 8th-level slots) or 7d10 damage (9th-level slot).", :key :arboreal-hammer, :school "transmutation", :name "Arboreal Hammer", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "100 feet"}, :alpha-s-moonlight {:description "An area 30 in radius of soft, blue-gray light shines down from above. In this area, all color is washed out; creatures in that area cannot discern color and can only see in shades of gray. Creatures who have the trait Sunlight Sensitivity are not affected by sunlight while in this area; creatures who take damage from sunlight only take half the normal amount of damage. While in this area, lycanthropes must make a Wisdom saving throw to avoid being forced to transform.\n\nIf you cast this spell on yourself, the area moves with you. Otherwise, it is stationary.", :key :alpha-s-moonlight, :school "transmutation", :name "Alpha’s Moonlight", :duration "Concentration, up to 1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a moonstone"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :augment-artistry {:description "You or a willing target gains proficiency with one form of artisan’s tools. If the target already has proficiency in the desired tools, then that target may use double its proficiency bonus.", :key :augment-artistry, :school "transmutation", :name "Augment Artistry", :duration "1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a scroll bearing a piece of epic poetry", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :illusory-feast {:description "You conjure a phantasmal image of delicious-looking food and drink. All creatures within 30 feet of it must make a Wisdom saving throw. On a failure, a target is charmed by you and sees the food to be its favorite type. A charmed creature will stop what it is doing and attempt to eat the food. A target may attempt a new saving throw at the beginning of each of its turns, ending the effect on a success. If a target is attacked, the spell automatically ends for that creature, but not for anyone else affected by the spell. Creatures that do not eat are immune to this spell.", :key :illusory-feast, :school "illusion", :name "Illusory Feast", :duration "1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a piece of food"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "400 feet"}, :shadowguard {:description "You animate and give semi-physical substance to the shadows around you. While this spell is in effect, you get the following benefits:\n\nThe shadows make your form indistinct. For the duration, all ranged attacks on you are made at disadvantage.\nAny creature who comes within 10 feet of you must make a Wisdom saving throw or be frightened for the duration. The creature may make a Wisdom saving throw at the start of each of its turns, ending the effect on a success.\nYou gain resistance to necrotic and radiant damage.\nYou may roll a d20 at the end of each your turns for the duration of the spell. If you roll 11 or higher, you may choose to blink from your current plane to the Shadowfell, and at the start of your next turn, you may reappear in an unoccupied space of your choice that you can see within 10 feet of the space you vanished from, if that space is in dim light or darkness. Other than the destination plane, this is identical to blink.\nThis spell only works in bright or dim light; it doesn’t work in total darkness.", :key :shadowguard, :school "abjuration", :name "Shadowguard", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self (10-foot radius cube)"}, :kiss-of-the-nereid {:description "One creature you kiss must make a Constitution saving throw. On a failure, the creature’s lungs fill with seawater and it begins to suffocate (Player’s Handbook, chapter 8: Adventuring). After 10 minutes, the water vanishes from the target’s lungs. This spell is countered by water breathing, and does not affect creatures that can breathe water or that do not need to breathe.\n\nYou must be able to kiss the target’s skin (although you do not need to kiss its lips), or you can kiss it through thin cloth. If the creature is in combat, you must succeed at a melee spell attack to kiss it; if not in combat, the creature must be willing to be kissed, restrained, or unaware.", :key :kiss-of-the-nereid, :school "conjuration", :name "Kiss of the Nereid", :duration "10 minutes", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :ladder {:description "You create a ladder of magical force that is one foot wide and ten feet long. You may place it vertically against a wall, lay it horizontally so it can be used to cross gaps, or have it lean at a 45° angle to be used as a staircase. In any case, the ladder is firmly anchored and will not move once placed.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ladder increases ten feet in length for each slot level above 1st.", :key :ladder, :school "evocation", :name "Ladder", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :somatic true, :material-component "a knot of wood"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :kiss-of-vampirism {:description "Your kiss drains the life out of your target. You target takes 1d10 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt.\n\nYou must be able to kiss the target’s skin (although you do not need to kiss its lips), or you can kiss it through thin cloth. If the creature is in combat, you must succeed at a melee spell attack to kiss it; if not in combat, the creature must be willing to be kissed, restrained, or unaware.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, your kiss causes an additional 1d10 necrotic damage for each slot level above 1st.", :key :kiss-of-vampirism, :school "necromancy", :name "Kiss of Vampirism", :duration "1 round", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :blood-to-water {:description "You target one creature within range and its blood thins out and its veins become filled with a watery plasma. The creature must make a Constitution saving throw. It takes 9d10 necrotic damage on a failed saving throw, or half as much damage on a successful one. In addition, the creature’s hit point total is reduced by the amount of damage it took, and it gains one level of exhaustion. Hit point reduction lasts until the creature takes a long rest.", :key :blood-to-water, :school "necromancy", :name "Blood to Water", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :joyful-rapture {:description "You fill up to 12 allies with wonderful happiness and confidence. They are immediately freed of all magical affects that would alter their emotions. In addition, if any of them suffered from hit point reduction, that condition is removed (although the lost hit points are not restored).", :key :joyful-rapture, :school "abjuration", :name "Joyful Rapture", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (60-foot-radius circle)"}, :mass-contagion {:description "You inflict a horrible disease on up to twelve creatures you can see within range. Each target must make a Constitution saving throw. On a failed save, it contracts a disease of your choice described in the contagion spell.", :key :mass-contagion, :school "necromancy", :name "Mass Contagion", :duration "7 days", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :terror {:description "You project a phantasmal image of a creature’s worst fears. Each creature in a 20-fot come must succeed on a Wisdom saving throw.\n\nA creature takes 10d6 psychic damage on a failed saving throw or half as much damage on a successful one. Whether the roll is successful or not, a creature drops whatever it is holding and becomes frightened for 1 minute.\n\nWhile frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.", :key :terror, :school "illusion", :name "Terror", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (30-foot cone)"}, :sustain-fire {:description "One nonmagical fire that is no larger than a Large-sized bonfire is slowed and consumes fuel and oxygen at one-half its normal rate, while still giving off the normal amount of heat and light. It lasts until it goes out (fuel may be continually fed to it), or 8 hours have passed, whichever comes first.", :key :sustain-fire, :school "transmutation", :name "Sustain Fire", :duration "8 hours", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :wither-limb {:description "You point at a foe within range and wither either one of its hands, feet, arms, legs, or other similar body extremity, such as wings and tails (this does not affect heads, necks, or torsos).\n\nThe creature may make a Constitution saving throw to resist. If the creature fails, its limb withers into uselessness, as if it had lost that limb (as per the Lingering Injury tables in the Dungeon Master’s Guide chapter 9: Dungeon Master’s Worskhop). Celestials, constructs, fiends, oozes, and undead are immune to this spell, as is any creature that lacks limbs. The limb can be restored with a greater restoration, heal, or similar magic", :key :wither-limb, :school "necromancy", :name "Wither Limb", :duration "Permanent", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "10 feet"}, :heart-of-stone {:description "You remove your heart from your own body and replace it with a heart made of stone. While this spell is effect, you have resistance to all forms of damage and are immune to being paralyzed, petrified, poisoned, and knocked unconscious. You don’t bleed, have advantage on death saving throws, and you age half as slowly as normally. However, your heart has AC 10 and 1 hit point and if it is destroyed, you die instantly. In addition, you do not regain hit points at the end of a long rest; you must spend hit dice as if you had just finished a short rest.\n\nWhen the spell’s duration ends, your real heart instantly reappears in your chest and the stone heart appears where you had kept your real one.", :key :heart-of-stone, :school "necromancy", :name "Heart of Stone", :duration "One year and a day", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a life-sized heart carved out of a precious stone worth at least 1,000 gp", :somatic true, :material true}, :casting-time "1 day", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :arcane-voice {:description "You may project your voice to any point within range in a location familiar to you or in an obvious location that is unfamiliar to you. If you choose, you may alter your voice so that it is loud and booming, weird and eldritch, etc., although you can’t make it completely unrecognizable. You can’t cast spells through this spell, although you can say command words.", :key :arcane-voice, :school "illusion", :name "Arcane Voice", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small glass jar, which you smash underneath your foot"}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "500 feet"}, :crystalbrittle {:description "You touch a metal object of any sort, whether as soft as gold or as hard as adamantite, to become permanently as fragile as glass. You can affect up to 1,000 pounds of metal. If the object is being held or worn by a creature, that creature may make a Charisma saving throw to negate this spell. If the item is magical, the creature has advantage on that roll. The effects of this spell cannot be reversed by anything short of a wish. A 5-foot panel of crystallized metal has an armor class of 10 and 2 hp.", :key :crystalbrittle, :school "transmutation", :name "Crystalbrittle", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :splinter-wood {:description "You cause a Medium or smaller wooden object or tree to shudder violently and then explode, sending sharp splinters flying everywhere.\n\nAll creatures within 30 feet must make a Dexterity saving throw. A creature takes 4d6 piercing damage on a failed saving throw, or half as much on a successful one.\n\nIf the wooden object is held by a creature (such as a spear or quarterstaff), the creature who is holding it may not attempt to make a saving throw to avoid damage, but must make a Constitution saving throw or be blinded for 1 minute due to flying splinters (if the creature is wearing something over its eyes, such as a full-face helmet, it is immune).", :key :splinter-wood, :school "transmutation", :name "Splinter Wood", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :horn-of-plenty {:description "You turn a hollowed-out goat’s horn turn it into a magical cornucopia. Each minute, it produces enough raw fruit, vegetables, and grain to feed six humanoids or two steeds for a day, or enough water, wine, or ale to slake the thirst of six humanoids or two steeds for a day. At the start of each minute, you may choose whether you wish to produce food or drink. The food and drink is tasty although not quite gourmet.", :key :horn-of-plenty, :school "conjuration", :name "Horn of Plenty", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a goat’s horn"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :shoulder-burden {:description "With this spell, you may temporarily take a willing creature’s curse onto yourself, suffering its effects so that creature doesn’t have to. Any spell that can be dispelled with remove curse is considered to be a curse for the purposes of this spell.\n\nThis spell’s duration depends on the slot level with which the curse was cast. If the target was cursed through means other than a spell, the duration depends on how severe the curse is:\n\nCurse’s\nSlot Level\t Duration \n1st or 2nd level/\nembarrassing curse (e.g., bestow curse)\t24 hours\n3rd or 4th level/\nfrustrating curse (e.g., geas)\t12 hours\n5th, 6th, or 7th level/\ntroublesome curse (e.g., magic susceptibility (q.v.))\t6 hours\n8th or 9th level/\ndangerous curse (e.g., ancient curse)\t1 hour\nYou can’t cast this spell a second time until the first spell ends; you can only shoulder one burden at a time.", :key :shoulder-burden, :school "abjuration", :name "Shoulder Burden", :duration "Special", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :prosthesis {:description "You may graft the limb of one corporeal creature (the donor), or an artificial prosthetic limb, onto the stump of another willing creature (the recipient). The limb must be of the same type of body part; you can’t graft a leg to the stump of an arm. The donor does not need to be a living creature: you may use the limb of a celestial, construct, elemental fiend, or undead creature as well.\n\nDonated Limb. The creature who donates the limb can’t be more than one size larger or smaller than the target. If the target had a higher or lower Strength or Dexterity than the recipient, then the recipient’s attributes with that limb increases or decreases by 1 for every four full points of difference. For instance, if a human with a Strength of 11 and a Dexterity of 13 were to receive an arm from an ogre with a Strength of 19 and a Dexterity of 8, then the human would have an effective Strength of 13 and Dexterity of 12 when using that arm. If the limb is from a creature with a walking speed of 15 feet or more higher or lower than the recipient’s, then the recipient’s walking speed increases by 5 feet.\n\nThe appendage loses its original AC and any special abilities, although if it originally was used for an attack such a claw attack, it retains that attack form.\n\nA limb taken from a living creature has a chance of causing rejection. If the recipient and donor are of the type (such as humanoid), then the recipient must make a DC 12 Constitution saving throw. If the recipient and donor are of different types (such as a humanoid recipient and beast donor), then the save DC is 15. If the recipient fails its saving throw, then the spell fails, the donated part becomes unusable for further attempts, and the recipient takes 1d10 necrotic damage.\n\nArtificial Limb. If the new limb is prosthetic, there is no chance of rejection. The limb will have the same Strength and Dexterity as the recipient, although careful design and magical enhancements can be used to produce a prosthesis that grants bonuses to either or both of those attributes. The recipient keeps its sense of touch with that limb, but it’s dulled; the recipient has disadvantage on Wisdom (Perception) rolls that rely on touch when using that limb.", :key :prosthesis, :school "necromancy", :name "Prosthesis", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a potion of healing and a pot of glue"}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :litany-of-debasement {:description "You speak a quick prayer and a wave of holy energy washes over one target within range. Choose one of the follow effects to use. This affects the target unless it succeeds at a Wisdom saving throw.\n\nLitany of Entanglement. You create a chain of energy to lash upwards from the ground to impede your target, causing it to be restrained and is paralyzed until the end of its next turn.\n\nLitany of Madness. Your prayer is filled with bizarre word salad and eldritch phrases, causing much confusion in your target. Your target cannot take actions or reactions and is paralyzed until the end of its next turn.\n\nLitany of Sloth. You speak about the sin of indolence and cause your target to being sluggish. It can use either an action or bonus action but not both and can’t make more than one action during its turn.\n\nLitany of Thunder. You shout your prayer, causing your target to be deafened and stunned and is paralyzed until the end of its next turn.\n\nLitany of Vengeance. You speak words of chastisement and your target feels pain more sharply. All creatures who attack the target until the end of the next round inflict an additional 1d4 force damage.\n\nLitany of Weakness. You proclaim your target is weak and cause it to suffer 1d4 levels of exhaustion until the end of its next turn.", :key :litany-of-debasement, :school "abjuration", :name "Litany of Debasement", :duration "1 round", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 bonus action or reaction, taken when you are attacked or about to attack a target", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :animal-aspect {:description "You change partly into an animal and gain some of that animal’s abilities. When you cast this spell, choose from the following list:\n\nBear’s Hide. You grow thick, dense fur and gain a +1 bonus to your armor class and if you grapple someone, that creature is at -2 to escape the grapple.\n\nCheetah’s Legs. Your legs lengthen and become specialized for running and covered with spotted fur. Your walking speed increases by 20 feet, and you can take the Dash action as a bonus action.\n\nFalcon’s Eyes. Your eyes become wide and raptor-like, and you grow feathers on your face and ears. You gain a +2 bonus on attack rolls with missile weapons and you do not take a penalty when attacking something beyond weapon’s normal range.\n\nFrog’s Legs. Your legs become elongated and muscular and mottled green. You gain a +2 bonus to on Acrobatics checks and you do not need to use a running start in order to jump your full distance.\n\nGecko’s Setae. Your hands and feet grow dozens of thin hair-like objects. You gain a climbing speed equal to one-half of your normal walking speed (if you already have a climbing speed, it increases by 25%), and you gain advantage on rolls you make in order to climb, and +2 to attack rolls when using thrown weapons.\n\nGorilla’s Arms. Your arms become long and strong and covered with dark hair. You do +2 damage when attacking with your bare hands, and if you grapple someone, that creature is at -2 to escape the grapple.\n\nMonkey’s Hands. Your hands and arms become modified for climbing and throwing. You gain advantage on rolls you make in order to climb, and +2 to attack rolls when using thrown weapons.\n\nNightingale’s Throat. Your tongue narrows and you grow small feathers on your face and throat. You gain advantage on Charisma (Performance) ability checks when singing and a +2 bonus on Charisma (Persuasion) ability checks.\n\nOtter’s Paws. Your hands and feet become flat and webbed. You gain a swimming speed equal to one-half of your normal walking speed (if you already have a swimming speed, it increases by 25%), and you can hold your breath for an additional 4 rounds.\n\nRaccoon’s Hands. Your hands become narrow and highly dexterous. You gain a +2 bonus on Dexterity (Sleight of Hand) rolls and when using thieves’ tools.\n\nStag’s Antlers. Your features and legs grow long and sinewy and you grow antlers. Your walking speed increases by 10 feet, your movement is not hindered by undergrowth, and you may use your action to attack with your antlers. You have proficiency with the antlers and inflict 1d6 + your Strength ability modifier in bludgeoning damage.\n\nWolf’s Fangs. Your face grows gray-brown fur and your incisors lengthen and sharpen. You gain advantage on Wisdom (Perception) ability checks that rely on smell or hearing, and you gain a +2 bonus on melee weapon attacks when one of your allies is within 5 feet of your target and isn’t incapacitated.", :key :animal-aspect, :school "transmutation", :name "Animal Aspect", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a bit of fur, scale, or other part from the animal you are changing into"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :thrasne-s-magical-mire {:description "You create a sticky pool of goo at a point on the ground you can see within range.\n\nThe goo’s area consists of three 5-foot squares, each two feet deep, which you can arrange as you wish. Each square must have at least one face adjacent to the face of another square. This area is difficult terrain, and a creature walking in it must make a Strength saving throw at the beginning of each of its turns or be stuck fast until the beginning of its next turn. When stuck, its speed is reduced to 0 and it has disadvantage on all Dexterity-based rolls that don’t rely solely on its hands, and it loses its Dexterity bonus to armor class. At the beginning of the following turn, it may make a new Strength saving throw to break free.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you may make another 5-foot square per slot level above 2nd.", :key :thrasne-s-magical-mire, :school "conjuration", :name "Thrasne’s Magical Mire", :duration "10 minutes", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small clay tile and some spider webs"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :wall-of-sound {:description "You conjure a wall that looks like a heat shimmer and emits a faint hum. It appears on the ground at a point you can see within range. You can make the wall up to 30 feet long and 10 feet high or you can make a ringed wall up to 20 feet in diameter and 20 feet high. The wall vanishes when the spell ends.\n\nThe wall is completely insubstantial and does not impede movement. However, it masks all sounds that occur on the other side of it. If touched, it releases a blast of cacophonous noise and all creatures within 10 feet of the creature or object that touched it must make a Constitution saving throw. A creature takes 6d6 thunder damage on a failed saving throw, or half as much on successful one.", :key :wall-of-sound, :school "evocation", :name "Wall of Sound", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a tuning fork and a quartz crystal"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :sign-of-sealing {:description "You inscribe a complex and prominent magic sigil on a door, chest, or similar closure, covering it with a seal of magical force. Attempts to open the object through mundane means (such as by picking the lock with thieves’ tools or breaking the object with a weapon attack) are at disadvantage.\n\nYou may freely open the object at will without damaging the seal, but if any other creature manages to break the seal, the spell ends. A knock spell suppresses the sign for 10 minutes.\n\nAt Higher Levels. When you cast this spell with a 5th-level or higher spell slot, the object’s armor class increases by +4 its hit points are doubled, and the seal isn’t affected by the knock spell. In addition, if the object on which the seal is broken, the seal explodes. All creatures within 20 feet of the object must make a Dexterity saving throw, taking 6d6 bludgeoning damage on a failed save, or half as much on a successful one.", :key :sign-of-sealing, :school "abjuration", :name "Sign of Sealing", :duration "Permanent", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a crushed emerald worth 100 gp", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :idea {:description "You flip the coin in the area while thinking of your problem and the coin vanishes. You then gain a +5 bonus to Arcana, History, Insight, Investigation, Medicine, Nature, Performance Religion, or Survival ability check needed to solve the problem.\n\nIf the problem is one that doesn’t require a skill roll to solve (but instead requires role-playing), the DM will give you a hint as to the solution.\n\n\n\nIf you cast this spell more than once per problem, you get the same advice or insight each time.", :key :idea, :school "divination", :name "Idea", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a gold coin, which is consumed in the casting"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :excruciating-deformation {:description "Your hand is engulfed in an oily glimmer. Make a melee spell attack to touch a creature. If you hit, the creature’s body will begin to warp and become malformed. Its arms and legs twist in on themselves and its body contorts in disturbing, anatomically impossible, and very painful ways, and the creature’s speed is reduced by half.\n\n\n\nAt the beginning of each of its turns, the creature takes 3d6 bludgeoning damage. If the damage taken by this spell would reduce the target to 0 hit points, it instead drops to 1 hit point and falls unconscious.\n\nWhen the spell ends, the creature returns to its normal shape.", :key :excruciating-deformation, :school "transmutation", :name "Excruciating Deformation", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :stone-tell {:description "You imbue a Medium- or Large-sized rock with limited sentience and the ability to communicate with you. You can question the water as to the events in the spell’s area within the past day, gaining information about creatures and objects that have come close to the rock.", :key :stone-tell, :school "transmutation", :name "Stone Tell", :duration "10 minutes", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot radius)"}, :needlestorm {:description "One pine tree, cactus, or other needle- or spine-bearing plant within range releases its needles in a deadly barrage. All creatures within 10 feet (for a plant under ten feet in height) or 30 feet (for a plant over ten feet) must make a Dexterity saving throw. A creature takes 5d12 on a failed saving throw, and no damage on a successful one.\n\nAt Higher Levels. If you cast this spell with a slot of 5th level or higher, it inflicts an additional 1d12 piercing damage for each slot level above 4th.", :key :needlestorm, :school "transmutation", :name "Needlestorm", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pine needle", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "100 feet"}, :glassteel {:description "Up to 100 pounds of glass or crystal that you touch gains the tensile strength and durability of steel. An object affected by this spell has its armor class become 19 and its hit points are multiplied by 10.", :key :glassteel, :school "transmutation", :name "Glassteel", :duration "Permanent", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of glass and a piece of steel"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :undead-torch {:description "You cause up to six corporeal undead to burst into sickly blue flames. The undead must be either willing or controlled by you. The flames do not harm the undead, but instead allow them to inflict an additional 2d6 fire damage with each of their physical attacks. These flames shed dim light in a 10-foot radius.", :key :undead-torch, :school "necromancy", :name "Undead Torch", :duration "1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a firefly"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :mindlocked-messenger {:description "You speak a message of 100 words or less to a willing creature and lock it into that creature’s mind; at the same time, you name the intended recipient, who must be a creature other than the target. If the target attempts to speak, write, or otherwise communicate the message, or another creature attempts to read the target’s mind to discover it, it will completely forget the message for 10 minutes.\n\nThe target may say the message to the intended recipient (or a creature the target believes to be the intended recipient). The message is then erased from the target’s mind and the spell ends.", :key :mindlocked-messenger, :school "enchantment", :name "Mindlocked Messenger", :duration "Special", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "10 feet"}, :hail-of-stone {:description "A storm made of stones appears in a location you choose within range. The area of the storm consists of up to five 5-foot cubes, which you can arrange as you wish. Each cube must have at least once face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one, each round that the creature ends its turn in the storm.\n\n\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.", :key :hail-of-stone, :school "conjuration", :name "Hail of Stone", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a piece of jade worth at least 5 gp", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "300 feet"}, :probe-thoughts {:description "You search a target’s mind and learn see some of its memories, no matter how deeply they are buried in its mind. The target may make a Wisdom saving throw to resist. If it fails, it will be unaware of the probe.\n\n\n\nIn effect, you may ask the target one question each round, telepathically, and it will answer with complete truth (as it knows it). It doesn’t matter if you and the target share a language, or even if the target has any language at all (a creature of low intelligence may answer in pictures and emotions instead of telepathic words).\n\nIf you are looking for a memory that has been manipulated by use of the modify memory or similar spell, or the creature is under the effects of a feeblemind spell, you must make a DC 15 spellcasting ability check to unearth it.", :key :probe-thoughts, :school "divination", :name "Probe Thoughts", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :lightning-rod {:description "You touch a metallic object of any sort that weighs less than 100 pounds. Then, whenever a stroke of lightning (natural, magical, or created from a breath weapon) occurs within 150 feet of the rod, the lightning is redirected to the rod, which destroys it and ends the spell. A creature in physical contact with the rod while it is struck by lightning cannot make a Dexterity saving throw to avoid taking damage (it can attempt to make other types of saves, if allowed by the spell or effect that created the lightning).", :key :lightning-rod, :school "abjuration", :name "Lightning Rod", :duration "24 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a metal object weighing no more than 100 pounds", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch (150-foot radius)"}, :glyph-of-revealing {:description "You inscribe a special rune on a flat, horizontal surface. All other magical runes, marks, glyphs, symbols, and other forms of written magic within range are visibly illuminated, allowing them to be read or identified without being accidentally triggered. Spell scrolls are also illuminated.", :key :glyph-of-revealing, :school "divination", :name "Glyph of Revealing", :duration "10 minutes", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :somatic true, :material-component "ink made out of the juice of crushed eyebright flowers, white chalk, and powdered quartz"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (60-foot radius)"}, :guardian-seal {:description "You protect a door, window, chest, envelope, or other closure against one type of creature (aberration, fey, monstrosity, etc., chosen when you cast this spell) by placing a magical seal on it. A creature of that type cannot open that closure normally; it can only open it by destroying the seal.\n\nThe seal has an armor class of 15, 20 hit points, and immunity to poison and psychic damage and resistance to all other forms of damage. As long as it has 1 hit point remaining, the seal regenerates all lost hit points each day at dawn. The seal does not prevent creatures of other monster types from opening the closure, nor does it prevent the area around the seal from being damaged or destroyed. For instance, if a guardian seal that protects against humanoids was placed on a box, a humanoid would not be able to open the box’s lid, but could attempt to destroy the lid’s hinges or even the entire box.\n\nIf you cast this spell more than once on the same closure, you may specify another type of creature that it wards against each time you cast the spell.\n\nAt Higher Levels: When you cast this spell with a 4th-level or higher spell slot, the seal has an additional 10 hit points per slot level above 3rd.", :key :guardian-seal, :school "abjuration", :name "Guardian Seal", :duration "Permanent until broken", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "pure beeswax, which is molded into a seal", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :detect-metals-and-minerals {:description "For the duration, you sense the presence of a single type of ore, mineral deposit, gemstone, or worked metal you specify within range. You will learn how far away it is, and roughly how much of it is there.", :key :detect-metals-and-minerals, :school "divination", :name "Detect Metals and Minerals", :duration "Concentration, up to 10 minutes.", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small magnet, a vial of weak acid, and a small sample of the desired material"}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (60-foot-radius sphere)"}, :fiction {:description "When you cast this spell, and until the end of your next turn, you can force any creature (including yourself) to reroll any ability check, attack roll, or saving throw. Each roll may only be rerolled once, and the creature must use the second roll. A creature with the Lucky trait or similar ability can choose to use that ability to use its original roll or as normal.", :key :fiction, :school "transmutation", :name "Fiction", :duration "1 round", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :material-component "an autumnal leaf", :material true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30 feet)"}, :mass-true-seeing {:description "You give up to twelve willing creatures truesight, the ability to notice secret doors hidden by magic, and the ability to see into the Ethereal Plane, all out to a range of 120 feet.", :key :mass-true-seeing, :school "divination", :name "Mass True Seeing", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "an ointment for the eyes that costs 25 gp", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :pied-piping {:description "You play a piece of music that is so compelling that it attracts a certain type of creature, causing them to follow you wherever you go. The type of creature is based on physical attributes you choose: species, gender, age, hair color, etc. You may not choose a social or mental attribute, such as alignment, social class, or religious affiliation, nor may you choose an entire monster type.\n\nIf a creature of that type that is within 90 feet of you, it must make a Wisdom saving throw to resist your music. If it fails, it is charmed by you. A charmed creature will follow you, trying to stay as close as possible. It will not crowd you or other followers or attempt to attack. If the creature is restrained, it will simply listen to your music until you are out of earshot. A creature that is following you can take defensive measures if attacked but will otherwise not take any actions other than listening and walking.", :key :pied-piping, :school "evocation", :name "Pied Piping", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (90-foor-radius sphere)"}, :lightbow {:description "You create a bow or crossbow out of moonlight or sunlight--choose when you cast this spell. You may use it yourself or hand it to another person. If you wield it yourself, you are considered to have proficiency in it and you fire it at advantage. When you draw the bowstring back, a white, glowing arrow coalesces, ready for you to fire. On a successful hit, it does 2d10 piercing damage plus 1d10 radiant damage. It also has an additional effect, depending on whether you chose the moonbow or sunbow.\n\nMoonbow. The bow is made of glowing white crystal and has a thin beam of silver light as the bowstring. If you hit an undead creature or a shapechanger, it takes another 3d10 radiant damage and outlines the undead with a pale, flickering moonlight that acts identically to faerie fire.\n\nSunbow. The bow is made of glowing yellow amber and has a thin beam of scarlet light as the bowstring. If you hit a creature with either the Sunlight Sensitivity or Sunlight Hypersensitivity trait, it inflicts an additional 3d10 fire damage and blinds the creature for the duration.\n\nAt Higher Levels. If you cast this spell with a slot of 6th level or higher, it inflicts an additional 1d10 radiant damage for each slot level above 5th.\n\nThe bow has a range of 250/800. You can’t use it to fire arrows other than the ones it creatues.", :key :lightbow, :school "conjuration", :name "Lightbow", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a silver or golden thread", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :crushing-despair {:description "Each creature in a 30-foot cone must succeed on a Wisdom saving throw or lapse into despondent depression as they realize the hopelessness and folly of their beliefs. An affected creature has disadvantage on all rolls. It may make a new saving throw at the start of each of its turns, but at disadvantage, ending the effect on a success. This spell counters and dispels good hope.", :key :crushing-despair, :school "enchantment", :name "Crushing Despair", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (30-foot cone)"}, :entomb {:description "You point to one Large or smaller creature within range that is standing on natural, unworked earth, sand, rock, mud, snow and ice, or a similar material (or on vegetation that is on top of such a material). A block of solid stone rises out of the ground and engulfs the target; the target may make a Dexterity saving throw to escape.\n\nFor the duration of the spell, the target petrified condition. When the spell expires, the stone crumbles away, leaving the engulfed target unharmed.\n\nAt Higher Levels. When you cast this spell with a 5th- or 6th-level spell slot, the duration increases to 10 minutes. If you use a 7th- or 8th-level spell slot, the duration increases to 1 hour. If you use a 9th-level spell slot, the duration increases to 24 hours.", :key :entomb, :school "transmutation", :name "Entomb", :duration "1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :material-component "a small cube of stone scored with lines on each side"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "100 feet"}, :animal-call {:description "You call all beasts of CR 1 or lower that are within 500 feet of you. They will begin arriving a round later and will continue to arrive for 1 minute. While the spell is in effect, the creatures will pay attention to you and will not attack each other. For the duration of the spell, they will be charmed by you and will see you as someone to trust and heed.\n\nWhile the animals are in front of you, you may set a non-combat-related task for them to perform. As long as the task is within their physical capabilities, they will perform the task to the best of their ability. When the spell ends or you lose concentration, the animals will peacefully disperse.\n\nAlthough you cannot order the animals to directly attack, you can order them to harass or threaten foes. For instance, you can order squirrels to throw nuts at a target, beavers to gnaw down a tree so that it blocks the road, wolves to growl menacingly or stalk the target as if it were prey, goats to make mock charges, and so on. An animal that is injured will flee and will no longer be subject to your spell\n\nAt Higher Levels. When you cast this spell with a 6th-level spell slot, the beasts will be charmed by you for 1 hour. When you cast this spell with an 8th-level spell slot, the beasts will be charmed by you for 8 hours.", :key :animal-call, :school "enchantment", :name "Animal Call", :duration "Concentration, up to 10 minutes.", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self (500-foot radius circle)"}, :ironthunder-horn {:description "You produce a 30-foot cone-shaped blast of deep, thunderous vibrations. All creatures in the area must make a Dexterity saving throw or fall prone. In addition, structures in the area take 2d10 thunder damage.", :key :ironthunder-horn, :school "evocation", :name "Ironthunder Horn", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (30-foot cone)"}, :flaming-symbol {:description "When you cast this spell, a huge image of your holy symbol, wreathed in illusory flames, appears hovering over your heads. All allies and members of your faith are inspired for the duration. A creature may reroll three attack rolls, ability checks, or saving throws that either it made or that another creature, including an enemy, made. In addition, it has advantage on saving throws against being frightened.", :key :flaming-symbol, :school "evocation", :name "Flaming Symbol", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a bronze holy symbol worth at least 50 gp, which is burned up when you cast the spell", :verbal true, :somatic true, :material true}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :gunther-s-kaleidoscopic-strike {:description "A beam of scintillating, kaleidoscopic light shoots from your outstretched hand towards a spellcasting target within range. Make a ranged spell attack. On a hit, the target must make a saving throw using its spellcasting attribute. If it fails, its mind is short-circuited and it loses a number of spell slots equal to your spellcasting ability modifier plus your proficiency bonus, starting with the target’s highest-level spells and then moving to lower-level spells. If the target succeeded, it loses a number of spell slots equal to half your level, rounded down. Cantrips are not affected by this spell.\n\nFor instance, if you are a 13th-level wizard (+5 proficiency bonus) with an Intelligence of 16 (+3), you drain the highest 8 spell slots of your opponent. If your target is a 13th-level cleric with all of its spell slots available and it fails its save, it loses its 7th- and 6th-level spell slots, both 5th-level slots, all three 4th-level slots, and one 3rd-level slot.\n\nThese spell slots will return when the target takes a long rest. A targeted warlock regains his spells when he takes a short or long rest, and this spell does not affect its eldritch invocations. A spellcaster with arcane recovery can use that to regain some of its spell slots.\n\nThis spell has no effect on creatures that can’t cast spells or that have the Innate Spellcasting trait.", :key :gunther-s-kaleidoscopic-strike, :school "evocation", :name "Gunther’s Kaleidoscopic Strike", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :talon-s-skitmaster {:description "You draw a square of sand no greater than 20 feet by 20 feet, then you step inside of it and begin to tell a story. You are then covered in shadows--you do not disappear, but your body (although not your voice) seems to fade into the background. At the same time, images of the events, creatures, and objects in your story appear, moving and acting according to your narration. They are obviously illusions--they are slightly transparent, completely intangible, and totally silent--and cannot move past the lines you have drawn.\n\nWhen you cast this spell, you may designate up to three additional creatures to act as co-storytellers; the illusions will also respond to their words as well.\n\nIf you stop telling the story (or performing other actions that help to enhance your storytelling) for more than 15 minutes, or if you step outside of the sandy lines, the spell ends.\n\nIf you (or someone else) cast a spell such as enthrall while this spell is active, the targets are at a disadvantage on their saving throw.", :key :talon-s-skitmaster, :school "illusion", :name "Talon’s Skitmaster", :duration "3 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pound of sand", :somatic true, :material true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (10-foot radius sphere)"}, :favor-of-ill-luck {:description "Granted by gods of misfortune and evil, you curse a creature that you touch so that it automatically fails the next saving throw it makes within the 24 hours. This spell can only be used once per individual per day. It may make a Wisdom saving throw to resist.", :key :favor-of-ill-luck, :school "transmutation", :name "Favor of Ill Luck", :duration "24 hours", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :reprobation {:description "You curse a heretic, blasphemer, or apostate in the name of your god, excommunicating it and warning others as to its failures. This has the following effects:\n\nFirst, the target is marked with a magical symbol that is visible only to other clergy of your faith and to those with true sight or using the true seeing spell. This mark is visible even when hidden under clothing or concealed by illusions or disguises and instantly marks the target’s status.\n\nThe target will have disadvantage on all Charisma ability checks designed to illicit positive reactions with members of your faith who are aware of the mark (they may, however, gain advantage on similar checks made towards members of rival or enemy churches). In addition, any beneficial spell cast by you or another clergy of your faith won’t work on the target, unless the caster successfully makes a DC 13 spellcasting ability check first.\n\nIn order to cast this spell, you must be sure of your target’s guilt, that the target must have committed acts considered blasphemous or heretical by your faith. If the target is actually innocent, this spell backfires and affects you instead.\n\n\n\nThe mark can be dispelled by a remove curse. In addition, if the target successfully redeems itself in the eyes of your religion or your god, then the spell ends.", :key :reprobation, :school "transmutation", :name "Reprobation", :duration "Permanent", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :iron-scarf {:description "As part of the action used to cast this spell, you must make a melee attack with a scarf, shawl, sash, or belt against one creature within the spell’s range (you may use your proficiency bonus when attacking); otherwise, the spell fails. On a hit, the scarf magically expands and becomes as hard as iron. On a successful hit, you inflict 1d10 bludgeoning damage, and your scarf turns back to normal.\n\nYou inflict additional damage when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10)", :key :iron-scarf, :school "transmutation", :name "Iron Scarf", :duration "Instantaneous", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "5 feet"}, :kiss-of-slavery {:description "One creature you kiss becomes charmed by you, unless it makes a Wisdom saving throw. If it fails the saving throw, it is charmed by you until the spell ends or until you do anything harmful to it. The charmed creature regards you as a trusted friend to be heeded and protected.\n\nYou must be able to kiss the target’s skin (although you do not need to kiss its lips), or you can kiss it through thin cloth. If the creature is in combat, you must succeed at a melee spell attack to kiss it; if not in combat, the creature must be willing to be kissed, restrained, or unaware.\n\nAt Higher Levels. If you cast this spell with a 5th-level spell slot, the duration increases to 12 hours. If you cast it with a 7th-level spell slot, the duration increases to 24 hours.", :key :kiss-of-slavery, :school "enchantment", :name "Kiss of Slavery", :duration "8 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :obedience {:description "You place a circlet, necklace, or bracelet on any creature other than a celestial, elemental, fey, fiend, or undead, and then cast this spell. If teh creature fails a Charisma saving throw, it’s bound by the circlet and can’t remove it.\n\nAt any time, you may say a password, established when you cast the spell, and activate the circlet. For each round the circlet is activated, the creature suffers 1d10 psychic damage and must make a Constitution saving throw or be stunned until the end of its next turn due to the incredible pain. When you cast the spell, you may specify up to 7 other creatures who can use the password to activate the circlet. If the creature, or anyone else, attempts to remove the circlet, it will activate for 1 round. You may deactivate and remove the circlet at any time. A dispel magic, remove curse, or similar spell also will remove it.", :key :obedience, :school "enchantment", :name "Obedience", :duration "Permanent", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a golden circlet, necklace, or bracelet worth at least 1,000 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :graymantle {:description "A skull-shaped cloud of gray energy strikes your target, covering them with a dull haze. Make a ranged spell attack to hit. For as long as this spell is active, the subject cannot regain hit points in any way, including magical spells and items or through regeneration.", :key :graymantle, :school "necromancy", :name "Graymantle", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a skull"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :silverlight {:description "An object you touch sheds bright, silvery light in a 30-foot radius and dim light 30 feet further. Any creature that is resistant to nonsilvered weapons, such as lycanthropes, ends its turn in the area of bright like must make a Constitution saving throw. A creature that fails the saving throw takes 1d10 poison damage and is poisoned for one minute. The creature will continue to take 1d10 poison damage each round it ends its turn in the area of bright light or until the spell ends.", :key :silverlight, :school "evocation", :name "Silverlight", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a silver coin"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :darklight-s-stapling-spikes {:description "You create a dozen bolts of force which you direct at one creature you see within range. That creature must make a Dexterity saving throw. On a failure, the spikes pin that creature to ground or to the nearest wall, restraining it but causing no damage. The escape DC is equal to your spell save DC, but if the creature attempts to escape, then the spikes sharpen, causing 2d4 force damage whether the attempt is successful or not.\n\nThe spikes fade away if the target successfully escapes them or when 24 hours have passed, whichever comes first. You can dismiss them at any time, with no action required by you.", :key :darklight-s-stapling-spikes, :school "evocation", :name "Darklight’s Stapling Spikes", :duration "24 hours or until escaped.", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small iron spike"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :lucky-cape {:description "You enchant a cape, cloak, or coat, which you may then wear or give to someone else to wear. The wearer may then choose to reroll one failed saving throw or one failed ability check; the wearer must use the second saving throw, whether it is a success or not. After this ability has been used once, the spell ends.", :key :lucky-cape, :school "abjuration", :name "Lucky Cape", :duration "1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a two-headed coin worth at least 1 gp, which is consumed when you cast the spell", :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :arrowflight {:description "You touch a bow or crossbow. For the duration of this spell, the range for this weapon is doubled.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may affect one additional bow or crossbow for each slot level above 2nd.", :key :arrowflight, :school "transmutation", :name "Arrowflight", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a bit of down from a flying bird", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :mystic-rope {:description "You create a magical, 100-foot long rope. When you first cast this spell and as a bonus action on subsequent turns, you can mentally command the rope to move up to 30 feet. The rope has two functions, climbing and entangling, and each round you may choose which function you wish to use.\n\n\n\nClimbing. The rope can climb up walls or cliffs, and secure and knot itself. It can also form a loop in order to hoist or lower weights up to 1,000 pound. You can command the rope to unknot and return to you.\n\nEntangling. You can throw the rope (range of 30 feet), or command it to move on its own. The rope will attack, using your spell attack modifier. On a hit, it grapples the target (escape DC equal to your spell save DC), and the target is restrained until the spell ends or you retract the rope. While the target is restrained, you cannot use the rope to climb. However, you can command the rope to move the restrained target towards you, at a speed of 10 feet each turn.\n", :key :mystic-rope, :school "conjuration", :name "Mystic Rope", :duration "10 minutes", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a few strands of hair from a nightmare or pegasus"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "300 feet"}, :memory-read {:description "You reach out your thoughts and touch the mind of a single target within range. The target, if unwilling, may make a Wisdom saving throw. If it fails, you may “read” one of its memories. You must have an idea of the memory you are looking for, although it can be a vague idea, such as “what happened yesterday after sundown” or “your last conversation with your employer.” If the target is deliberately trying to keep that memory a secret or to suppress it, it has advantage on its saving throw.\n\nYou read the memory quickly--you experience an hour of memory in a single round--but with the same intensity of emotions your target had while experiencing it. Your target relives the memory as you read it. Casting this spell causes you mental drain. You must make an Intelligence saving throw (DC equals 10 + the target’s Wisdom modifier) or take 2d6 psychic damage.\n\n\n\nAt Higher Levels. When you cast this spell with a 5th-level spell slot, the target does not have advantage on its saving throw, no matter how hard it is trying to protect the memory.", :key :memory-read, :school "divination", :name "Memory Read", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a small piece of linen cloth woven with a few threads of gold, worth at least 10 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :boon-of-fortune {:description "You or one willing creature you touch gains good luck. You may choose from one of the following ways when you cast this spell:\n\nSudden Knowledge. The target gains proficiency in up to six types of tools, weapons, or armors it did not already know how to use for the next minute.\n\nHidden Strengths. Choose two attributes. The target has advantage on all ability checks and saving throws based on that attribute for the next minute.\n\nAmazing Luck. Three times in the next 24 hours, if the target fails a saving throw, it may choose to succeed instead.", :key :boon-of-fortune, :school "transmutation", :name "Boon of Fortune", :duration "Special", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a four-leaf clover or a piece of amber", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :bite-the-hand {:description "You target a creature that has been conjured and cause it to turn on its summoner, provided that individual is present. The creature will attack its summoner to the best of its ability but will perform no other actions for you.\n\nTo succeed in controlling the creature, you must make a successful ability check, using your spellcasting ability, with a DC equal to the summoner’s saving throw DC. If you succeed, the creature is under your control, as if you had cast the spell that had conjured it. This spell has no effect on creatures summoned with the find familiar or find steed spells.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you may target one additional creature per slot level above 3rd.", :key :bite-the-hand, :school "enchantment", :name "Bite the Hand", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "50 feet"}, :flensing {:description "At the beginning of each of your turns, your target must make a Constitution saving throw. It takes 3d10 slashing damage, or half as much damage and no attribute loss on a successful roll. In addition, if the creature fails three or more saving throws, it suffers from disadvantage on all Constitution saving throws and Charisma ability checks, except for Charisma (Intimidation), because of the massive damage taken to its skin. This disadvantage remains until the creature is subjected to a greater restoration or similar spell is cast on that person.", :key :flensing, :school "transmutation", :name "Flensing", :duration "Concentration, up to 1 minute", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "an onion", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :hornung-s-random-dispatcher {:description "You point to one creature you can see within range. That creature must make an Intelligence saving throw. On a failure, the creature is hurtled into a completely random plane of existence. You have no control over which plane the target ends up going to and it is entirely possible that the target’s destination will instantly kill it. The GM can choose the destination or roll randomly on the following table:\n\n\n\n d100 \tPlane\n01-04\tthe Abyss\n05-08\tAcheron\n09-10\tan Alternate Prime World\n11-14\tArborea\n15-18\tArcadia\n19-23\tthe Astral Plane\n24-27\tBytopia\n28-31\tCarceri\n32-34\tthe City of Sigil\n35-36\ta random demiplane (a naturally-formed demiplane or one created by a spell such as demiplane)\n37-38\tElemental Chaos\n39-42\tElysium\n43-46\tthe Ethereal Plane\n47-48\tthe Far Realms\n48-51\tthe Feywild\n52-55\tGehenna\n56-59\tHades\n60-62\tLimbo\n64-67\tMechanus\n68-71\tMount Celestia\n72-75\tthe Nine Hells\n76-78\tthe Outlands\n79-82\tPandemonium\n83-85\tthe Plane of Air\n86-88\tthe Plane of Earth\n89-91\tthe Plane of Fire\n92-94\tthe Plane of Water\n95-96\tthe Shadowfell\n97-100\tYsgard", :key :hornung-s-random-dispatcher, :school "conjuration", :name "Hornung’s Random Dispatcher", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "60 feet"}, :conjure-shadows {:description "You open minute portals to the Shadowfell and turn the shadows of ordinary objects into four undead shadows. The shadows disappears when they drop to 0 hit points or when the spell ends.\nThe summoned shadows are friendly to you and your companions for the duration. 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.\n\nIf your concentration is broken, the shadows don’t disappear. Instead, you lose control of the shadows, they become hostile toward you and your companions, and attack. An uncontrolled shadow can’t be dismissed by you, and it disappears 1 hour after you summoned it.\n\nThe DM has the shadow’s statistics.\n\nAt Higher Levels. When you cast this spell with an 8th-level spell slot, you may summon eight shadows, and each shadow has 27 hit points instead of 16.", :key :conjure-shadows, :school "conjuration", :name "Conjure Shadows", :duration "Concentration, up to 1 hour", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "90 feet"}, :veschiul-s-shadowcurse {:description "You cause one creature you see within range to make a Constitution saving throw. On a failure, that creature gains the Sunlight Sensitivity trait: while in sunlight or bright light, the creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. The creature may attempt a new saving throw at the beginning of each of its turns, ending the effect on a success. However, if the creature lacks darkvision, it gains it to a range of 60 feet. Remove curse will end the effect.\n\nAt Higher Levels. When you cast this spell with a 4th-level spell slot, the creature takes 10 radiant damage each time it ends its turn in direct sunlight.", :key :veschiul-s-shadowcurse, :school "transmutation", :name "Veschiul’s Shadowcurse", :duration "10 minutes", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a bit of pitch"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :handcandle {:description "A flame springs forth from your palm. The flame can be either red or white, and you may switch between them as a bonus action. You may hide the flame by closing your hand; this does not end the spell.\n\nRed Flame. Hot but not particularly bright, you can use this flame to ignite flammable materials, cook food, or to scorch beings you touch, doing 1d10 fire damage. You must make a melee spell attack roll to hit.\n\nWhite Flame. Bright but cool, the white flame cannot set anything on fire and does no damage, but it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", :key :handcandle, :school "evocation", :name "Handcandle", :duration "Concentration, up to 1 minute", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :darkray-s-tracer {:description "When you cast this spell, you become aware when a particular spellcaster is within 1 mile of you. You must have a material component that spellcaster has previously used in a spell (or the remains of a material component that was destroyed in the casting). Alternatively, you may use a drop of blood, a strand of hair, and so on from the caster you wish to track.\n\nIf that caster comes within 300 feet of you, you will receive a brief mental image of his or her location, as well as that person’s general direction.\n\nAt Higher Levels. When you cast this spell with a 6th-level spell slot, the duration increases to 1 month. When you cast it with a 7th-level or higher spell slot, the duration increases to 7th level.", :key :darkray-s-tracer, :school "divination", :name "Darkray’s Tracer", :duration "1 week", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "Special", :somatic true, :material true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (1-mile-radius sphere)"}, :force-shapechange {:description "You point to one creature within range that you can see. If that creature is shapechanged or polymorphed, either through natural ability or by spell, it is forced back into its natural shape and must make a Constitution saving throw. It takes 3d10 force damage on a failed saving throw, or half as much on a successful one.\n\nThis spell has no effect on illusory disguises", :key :force-shapechange, :school "transmutation", :name "Force Shapechange", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a hair from a lycanthrope and a butterfly", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "100 feet"}, :rain-of-embers {:description "Brilliantly backlit storm clouds grow overhead and a storm of embers begins to fall. The storm forms a vertical column 40 feet in radius and 120 feet high centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 6d6 fire damage (which ignores fire resistance) and 6d6 radiant damage each round that it ends its turn in that area on a failed saving throw, or half as much damage on a successful one. The embers set combustibles in the area on fire.", :key :rain-of-embers, :school "evocation", :name "Rain of Embers", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "300 feet"}, :lifeblend {:description "You place two living creatures (beasts, dragons, humanoids, giants, monstrosities, oozes, or plants) in the cage, which must be large enough to hold them both. At the end of the spell’s casting, each creature must make a Constitution saving throw. If either of these rolls are successful, the spell fails.\n\nIf both creatures fail their saving throws, then there is a tremendous flash of light, and when it dies down, the two creatures have joined together and mutated, becoming a single creature with the characteristics of both of its “parents”. The DM should roll a d10 for the exact results:\n\n d10 \tResult\n1\tMistake. The creature takes 10d10+30 necrotic damage as the spell horribly mutates it. If it’s still alive, it may be able to be nursed back to health. The DM can roll again to determine its new appearance, or just come up with a appropriately horrible twisted form.\n2\tDominant Form The creature resembles one of its parents with only hints of the other’s physical and personality traits. For example, displacer beast/ochre jelly blend might look like a normal displacer beast that inflicts acidic damage with its tentacles.\n3\tJekyll and Hyde Shapeshifting. The creature can shift from one of its forms to the other. When it in one shape, it has that creature’s personality, alignment, and abilities. When it changes to its other form, the other creature takes over. There is a 50 percent chance it can control its shapeshifting, and a 50% chance that it can remember what happens when it’s in the other shape.\n4-5\tImperfect Melding. The creatures aren’t truly melded and the result displays untouched features from both “parents.” For example, a thri-kreen/wyvern blend might look like a thri-kreen with the head of a wyvern, or it might have the body of a wyvern and the head and legs of a thri-kreen. It has personality traits and some memories from both its “parents” but those memories are jumbled and nonsensical.\n6-10\tSuccess. The two creatures have blended together to create a brand new creature that looks more or less exactly like a combination of its “parents.” For example, a gnome/ettercap blend would look like a large, thick-bodied, big-nosed, twinkly-eyed humanoid with spidery limbs, bristly gray skin, and spinnerets. It has the personality traits and memories from both “parents,” but they have melded together seamlessly.\nLightbow", :key :lifeblend, :school "transmutation", :name "Lifeblend", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a large cage made of precious metals and gemstones worth at least 15,000 gp", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "10 feet"}, :flesh-to-ice {:description "You attempt to turn one creature that you can see within range into crystalline ice. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to freeze. On a successful save, the creature isn’t affected.\n\nA creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to ice and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.\n\n\n\nIf the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.\n\nIf you maintain your concentration on this spell for the entire possible duration, the creature is turned to ice until the effect is removed. If the temperature rises above 50° F (10° C), the frozen creature will defrost over a period of a week. If touched by magically-produced heat, it will defrost in 1 minute. Upon becoming completely defrosted, the creature must immediately make a Constitution saving throw or fall to 0 hit points.", :key :flesh-to-ice, :school "transmutation", :name "Flesh to Ice", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "water and a drop of blood", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :favor-of-the-flying-horse {:description "This spell is granted by gods of the air, of birds, or of horses, and of travel. You touch a tamed equine or equine-like beast or monstrosity and it sprouts a pair of impressive, feathered wings. The creature can then fly with perfect ease and has a flying speed of 90 feet. You can also cast this spell on a mount summoned by the find steed or find greater steed spell.", :key :favor-of-the-flying-horse, :school "transmutation", :name "Favor of the Flying Horse", :duration "Concentration, up to 1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a feather from a pegasus", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :archon-s-trumpet {:description "Your produce a clear and pure-sounding trumpeting that can be heard for 500 feet. All creatures within a 30-foot cone must make a Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success.", :key :archon-s-trumpet, :school "evocation", :name "Archon’s Trumpet", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot cone)"}, :acid-lash {:description "You create a glowing line of vivid purple force that lashes out at your command towards a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 4d10 acid damage and if the creature is Large or smaller, you pull it up to 10 feet closer to you.", :key :acid-lash, :school "transmutation", :name "Acid Lash", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "three drops of any acidic liquid", :verbal true, :somatic true, :material true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :pander-s-whirlwind-travel {:description "You summon a small whirlwind which you scoops you up into its eye and carries you up to 15 feet above the ground at a speed 90 feet over solid ground, or at a speed of 50 feet over water or loose sand. You are considered to be heavily obscured while in this whirlwind, although you can see outside the whirlwind without problem.", :key :pander-s-whirlwind-travel, :school "conjuration", :name "Pander’s Whirlwind Travel", :duration "Concentration, up to 1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a small flute, which you play to call up the wind", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self"}, :ironguts {:description "A willing target has advantage on saving throws to avoid being poisoned and is resistant to poison damage.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you may affect one additional creature per slot level above 1st. When you cast this spell with a 5th-level or higher spell slot, your targets are immune to poison damage and the poisoned condition.", :key :ironguts, :school "abjuration", :name "Ironguts", :duration "1 hour", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a vial containing several diluted poisons that have been mixed together"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :cyclone-chariot {:description "You call forth a whirlwind of great strength, which forms beneath your feet in the shape of a horseless chariot. It is capable of carrying you and up to eight other creatures of your choice and can fly at a speed of 120 feet as high as 50 feet above the ground. You control the chariot’s horizontal and vertical movements mentally.\n\nAny nonmagical missile lighter than a cannonball or catapult stone that is aimed at the chariot is blown aside, although someone inside the chariot can fire or throw a weapon outside without problems. Melee attacks aimed in or out of the chariot are at disadvantage. The chariot itself is immune to physical attack.\n\nThe chariot can be used to ram an opponent; use your spell attack modifier to hit. If your attack is successful, your target takes 6d6 bludgeoning damage, and if it’s of Large size or smaller, it must make a Strength saving throw or be flung 30 feet in a random direction and is knocked prone.", :key :cyclone-chariot, :school "conjuration", :name "Cyclone Chariot", :duration "Concentration, up to 10 minutes", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self"}, :dissension {:description "You choose a point within range, and all creatures within 60 feet of that point must make a Wisdom saving throw. Those who fail are charmed and will become filled with anger and contempt for all others in that area. A creature that is immune to being charmed are not affected by this spell.\n\nAn affected creature will focus its anger first on those creatures they already have cause to dislike, no matter how poor a reason. In the absence of someone like that, it will grow to loathe anyone and everyone, including close friends, family members, and lovers. Creatures that are prone to violence (especially evil and chaotic creatures) will start fighting. Affected creatures had disadvantage on all Intelligence, Wisdom, and Charisma saving throws.\n\nA creature that leaves the spell’s area will continue to suffer from magically-induced anger for 1 minute afterwards and then will need to calm down naturally.\n\nThe effects of this spell can be countered by a calm emotions spell.", :key :dissension, :school "enchantment", :name "Dissension", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :make-lost {:description "You target up to two creatures you can see within range. Those creatures must make a Wisdom saving throw. A creature that fails its roll is stripped of its sense of direction and memories of the last hour of travel. Although the creature will remember all of the events, it won’t remember how they traveled during that time, what direction they came from, and minor landmarks such as signposts that it came across or forks in the road. The creature will remember major or memorable landmarks (such as villages, entire downed trees, ambush sites, etc.), but not where those landmarks are in relation to the creature’s current location or each other.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you may affect and additional two creatures for each slot level above 2nd.", :key :make-lost, :school "enchantment", :name "Make Lost", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :mordenkainen-s-capable-caravel {:description "You summon a magical sailing ship. The outside can look any way you wish it to, and it is staffed by up to 20 unseen servants that act as deckhands. The servants cannot plot or alter course on their own; if there is no helmsman, the ship will remain on its last course until it runs aground. On the ship’s upper aft deck, there is a hatch that hides a set of wooden stairs which are blocked by a shimmering, translucent force field. Only creatures you designate can pass through the field.\n\nThe space beyond is extradimensionally large and can hold up to three times the amount of cargo and passengers as a normal sailing ship (capacity of approximately 150 tons). You may create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The area inside this space is always steady and safe, no matter what is happening outside the ship.\n\nThis ship has a sailing speed of 4 miles per hour.", :key :mordenkainen-s-capable-caravel, :school "conjuration", :name "Mordenkainen’s Capable Caravel", :duration "1 week", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a miniature ship carved from mahogany, with gold-stitched silk sails, worth at least 500 gp", :verbal true, :somatic true, :material true}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :siren-song {:description "You choose one humanoid target within range that you can see. That target hears haunting, beautiful music and must make a Wisdom saving throw or become overwhelmed with the need to find the source. The music is phantasmal--no one other than your target can hear it. It seems to come from a general direction of your choosing (such as “to the north” or “deep within the forest”).\n\nThe target will ignore all distractions and will attempt to walk through any obstacle that isn’t an obvious danger. If the target’s companions keep him from finding the source of the music, the target will fight them.\n\nAt Higher Levels. When you cast this spell with a 5th-level or higher spell slot, the duration increases by 10 minutes per slot level above 4th.", :key :siren-song, :school "enchantment", :name "Siren Song", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a large conch shell and a pint of water"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "300 feet"}, :segojan-s-armor {:description "You gather together an armful of grasses and roots which are magically woven together into a suit of armor. This armor provides AC 12 + the wearer’s Dexterity bonus.", :key :segojan-s-armor, :school "abjuration", :name "Segojan’s Armor", :duration "12 hours", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "an armful of grasses and roots", :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :blossom {:description "You spend three hours meditating and the area around you becomes much more verdant and fertile than it was before. If the land was dry, it becomes moist. If the earth was barren, it becomes enriched. If the land was waterlogged and swampy, the water drains away to reveal fresh loam.\n\nThis spell cannot, in and of itself, overcome truly bad conditions such as that caused by a long and terrible drought, but it can help to significantly improve conditions.\n\nA particular plot of land can only be affected by this spell once every three months, and the effects last until the end of the current growing season.\n\nAt Higher Levels. When you cast this spell with a 4th-level or higher spell slot, the radius of area you affect increases by 100 feet per slot level above 3rd.", :key :blossom, :school "transmutation", :name "Blossom", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "an ear of grain and a gallon of water", :somatic true, :material true}, :ritual true, :casting-time "3 hours", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "self (300-foot radius)"}, :fist-of-stone {:description "One of your forearms and hands turns into flexible stone. Although you retain your sense of touch, that hand does not feel pain. You have a Strength of 16 with that hand (only), and that arm’s AC improves by +2. Unarmed attacks do 1d8 bludgeoning damage. In addition, that hand has resistance to acid, cold, fire, lightning, and poison damage. This resistance comes into effect only if you would take damage from touching something with that hand, not if you are attacked with that damage type or if the rest of your body is affected by that damage type.\n\nAt Higher Levels. When you cast this spell with a 3rd-level spell slot, your arm’s Strength increases to 18 and your punch does 2d8 damage. When you cast it with a 5th-level spell slot, the Strength increases to 20 and your punch does 3d8 damage, and that hand has immunity to acid, cold, fire, lightning, and poison damage. When you cast it with a 7th-level spell slot, the Strength increases to 22 and your punch does 4d8 damage. In addition, when you cast it with a 5th-level or higher spell slot, you may choose to have both of your hands turn to stone.", :key :fist-of-stone, :school "transmutation", :name "Fist of Stone", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material-component ""}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self"}, :force-blast {:description "Target one creature or object you can see within range and make a ranged spell attack to hit. On a success, the target takes 8d10 force damage and, if it’s a creature, it must make a Strength saving throw or be knocked prone. This spell does double damage to structures and inanimate objects.", :key :force-blast, :school "evocation", :name "Force Blast", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a giant’s tooth", :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "300 feet"}, :pilpin-s-orchestra {:description "You summon anywhere from 4 to 50 musical instruments, which will play any piece or pieces of music for which you have provided sheet music. You may control the music’s volume at will; no action is required by you. The instruments will play exactly as musical notation dictates (a true musical aficionado will determine that the performance is a bit lackluster, but most people won’t notice). You may choose to conduct the orchestra yourself, if you wish to alter the music in some manner.", :key :pilpin-s-orchestra, :school "conjuration", :name "Pilpin’s Orchestra", :duration "1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :material-component "miniature golden instruments worth 100 gp", :somatic true, :verbal true}, :ritual true, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :skylight-blade {:description "You create a silent, weightless, magical long sword made out of your choice of either sunlight or moonlight. Only you may use it, and it cannot be dropped. You use your spell attack modifier to attack. On a hit, it does 2d10 + your spellcasting attribute modifier in radiant damage. Against undead and creatures with the Sunlight Sensitivity or Sunlight Hypersensitivity trait, this rises to 4d10 + your spellcasting ability modifier. This weapon does not leave visible wounds, except on undead; with them, their substance visibly boils away at the weapon’s touch.\n\nDepending on what type of blade you choose, it has a secondary effect as well.\n\nMoonlight Blade. If you use a moonlight blade, this spell does 3d12 radiant damage to fey and shapechangers as well as undead.\n\nSunlight Blade. If you use a sunlight blade, anyone hit by this sword must make a Constitution saving throw or be blinded for 1 minute. A blinded creature may make a new saving throw at the start of each of its turns, ending the effect on a success. In addition, on a successful hit, the target must make a saving throw using its spellcasting ability modifier or lose the ability to cast spells the following round. If the target does not have the ability to cast spells, this has no effect.", :key :skylight-blade, :school "evocation", :name "Skylight Blade", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :iron-maiden {:description "You summon a suit of animated armor (Monster Manual) that fights for you. Roll initiative for the armor, 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 it, it defends themselves from hostile creatures, but otherwise takes no actions.\n\nThe DM has the creature’s statistics.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you summon one additional suit of animate armor for each slot level above 2nd.", :key :iron-maiden, :school "conjuration", :name "Iron Maiden", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of metal from a suit of armor"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :lucky-blade {:description "You enchant a melee weapon, which you may then use yourself or give to someone else to wield. The wielder may then choose to reroll one failed attack or damage roll; the wielder must use the second attack roll, whether it is a success or not. After this ability has been used once, the spell ends.", :key :lucky-blade, :school "abjuration", :name "Lucky Blade", :duration "1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a two-headed coin, which is consumed when you cast the spell", :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :stone-bridge {:description "You cause a bridge of stone to grow out of the ground and end at a point you choose up to empty space 100 feet away. If you so choose, the bridge may be angled up or down, or have bends and curves. The resultant bridge can be up to 10 feet wide and is strong and sturdy, capable of holding up to 10 tons at a time. When the spell ends, the bridge will retreat back into the earth.\n\nAt Higher Levels. When you cast this spell with a 5th-level or higher spell slot, the bridge may extend an additional 50 feet for each slot level above 4th.", :key :stone-bridge, :school "conjuration", :name "Stone Bridge", :duration "Concentration, up to 1 hour", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a piece of knotted rope"}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "10 feet"}, :fiery-fists {:description "Your hands become wreathed in blazing blue fire. Your unarmed strikes do an additional 2d10 fire damage and your weapon attacks do an additional 1d10 fire damage. In addition, on a successful hit, the fire leaps up and produces a cloud of noxious smoke. The creature you struck must make a Constitution saving throw or become incapacitated for 1 round due to choking and coughing.", :key :fiery-fists, :school "evocation", :name "Fiery Fists", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a lump of coal", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :kevin-s-holy-rain {:description "A rain of holy water appears in a 30-foot radius of location you choose within range. All undead and fiends in the area must make a Dexterity saving throw each time they end their turn in the area. A creature takes 8d8 radiant damage on a failed saving throw, or half as much on a successful one.\n\nAt Higher Levels. When you cast this spell with a 7th-level or higher spell slot, the spell’s area increases by a 10-foot radius for each slot level above 6th.", :key :kevin-s-holy-rain, :school "conjuration", :name "Kevin’s Holy Rain", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :material true, :material-component "a drop of holy water and a strand of hair from a good priest"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :garinthrall-s-hideous-leech {:description "You conjure a small, slimy black sphere and hurl it at one creature within range. Make a ranged spell attack to hit. If successful, the sphere turns into an inch-long, leech-like creature that camouflages itself to blend into the target’s body. It immediately and painlessly bites the target.\n\nAt the start of each of the target’s turns, the target loses 5 hit points due to blood loss. Once the target has one-half or fewer hit points remaining, it also takes one level of exhaustion. Unless the target is aware of the leech’s existence, it won’t necessarily know why it is weakening.\n\nThe leech can be found with a DC 13 Wisdom (Perception) check. A dispel magic or remove curse will allow the leech to be removed by hand. It can also be destroyed: it has AC 10 and 15 hit points, and is immune to poison and psychic damage. It takes only half the damage dealt to it and the creature to which it is attached takes the other half.\n\nAfter the leech is removed, or once the target is dead, the leech will dissolve into a puddle of rancid blood.", :key :garinthrall-s-hideous-leech, :school "conjuration", :name "Garinthrall’s Hideous Leech", :duration "Special", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a leech, which you must kill when you cast this spell", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "90 feet"}, :skycastle {:description "You sprinkle the quartz dust around the perimeter of a circle with a 2,000 feet radius that contains a building such as a castle, and then place a specially-constructed throne in the exact center of it. You must remain seated in the throne through the entire casting.\n\nThis spell causes the building and everything within the circle to rise up to a maximum 1 mile in the air. At any time, you may sit in the throne and cause the skycastle to raise and lower itself and to fly at a speed of 100 feet. You may designate any number of other creatures who can also pilot the castle.\n\nIf this spell is successfully dispelled, the building will float gently downwards for 1 minute at a rate of 100 feet per round, and then plummet the rest of the way. If it falls more than 200 feet, the castle is destroyed and everything inside is destroyed, and all creatures inside and directly underneath are killed.", :key :skycastle, :school "transmutation", :name "Skycastle", :duration "Permanent", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a richly-appointed chair, sofa, or other form of seating worth at least 5,000 gp, and 5,000 gp worth of powdered quartz", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :harp-of-war {:description "A seven-stringed harp appears in front of you, glowing with silver light and hovering immovably. Each round as a bonus action, you may pluck one of the strings. It produces a soothing and sonorous chord, creates a magical effect, and then vanishes. When you create the harp, you know the effects of each of the strings. After the seventh string is plucked, the harp dissolves and the spell ends.\n\nString of Flame. A column of fire falls from the heavens on one creature you can see within 60 feet. That creature must make a Dexterity saving throw. It takes 10d8 fire damage on a failed saving throw, or half as much on a successful one.\n\nString of Lightning. A bolt of lightning bursts out of the harp and strikes one creature you can see within 60 feet. That creature must make a Dexterity saving throw. It takes 10d8 lightning damage on a failed saving throw, or half as much on a successful one.\n\n\n\nString of Scattering. All magical items within 30 feet of you are whisked away on strong, arcane winds to random locations within one mile. If the object is held or carried by a creature, that creature may make a Strength saving throw to hang on to the item.\n\nString of Shattering. All nonmagical inanimate objects with 30 feet of you take 10d8 force damage. An item reduced to 0 hit points shatters into dust.\n\nString of Summoning. You summon four pegasi, who will fight on your behalf or provide transport for you or other non-evil creatures, for 1 hour. At that time, they will fly away.\n\nString of Teleporting. You choose up to 11 creatures other than yourself within 30 feet of you and teleport them to random locations within one mile. Unwilling creatures may make a Wisdom saving throw to resist.\n\nString of Stone. A wall of stone erupts from the ground. It is 6 inches wide and consists of ten 10-foot by 10-foot panels, each of which must be touching at least one other panel. Each panel has an AC of 15 and 50 hit points, and is resistant to all forms of attack.", :key :harp-of-war, :school "evocation", :name "Harp of War", :duration "Concentration, up to 10 minutes", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a strand of silver wire"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :gullship {:description "You give a boat or ship that you touch the ability to fly. You control the boat’s altitude (you may rise no higher than 1 mile in the air) and attitude.\n\nThe boat is dependent on the winds to move or other such methods, but it can’t be rowed. When the spell ends, the ship gently lowers itself to ground or sea level.\n\nIf you cast this spell on a boat every day for a year, the spell becomes permanent. You need not cause the boat to fly when you cast the spell in this way. The ship does not have to be completely built while you are casting gullship in this manner, but it will not be able to fly until the ship is finished, even if you have cast the spell every day for a year.\n\nAt Higher Levels. When you cast this spell with a 8th-level or higher spell slot, the duration increases to 24 hours.", :key :gullship, :school "transmutation", :name "Gullship", :duration "12 hours", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a model boat and the feather of a seagull", :verbal true, :somatic true, :material true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :darklight-s-finger-of-ice {:key :darklight-s-finger-of-ice, :school "transmutation", :name "Darklight’s Finger of Ice", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material-component "You send a bolt of bitterly cold energy to a creature you can see within range, who must make a Constitution saving throw as the coldness freezes the blood in its veins. It takes 7d8+30 cold damage on a failed saving throw, or half as much damage on a successful one.\n\nA creature killed by this spell becomes a solid block of ice. Optionally, you may choose to reduce it to 1 hit point and freeze it in a form of stasis. If you choose this, the creature will be petrified as ice instead of stone. It will remain encased in ice as long as the temperature remains below 50° F (10° C) in the immediate area. If the temperature rises above that, the frozen creature will defrost over a period of 1 week. If touched by magically-produced heat, it will defrost in 1 minute. Upon becoming completely defrosted, the creature must immediately make a Constitution saving throw or fall to 0 hit points."}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :banish-dazzle {:description "You or one willing creature you touch becomes immune to being blinded by nonmagical light, can see through nonmagical mirages and optical illusions, and have advantage on ability checks to determine if visual-only illusions are real or not, and on saving throws to resist spells that cause blindness through light, such as blinding smite, color spray, or holy aura.\n\nThis spell also keeps creatures with the Sunlight Sensitivity trait from taking disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. It does not prevent creatures with Sunlight Hypersensitivity (such as vampires) from taking damage, nor does it provide any resistance against radiant damage.\n\nAt Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, you may protect one additional creature per slot level above 1st.", :key :banish-dazzle, :school "abjuration", :name "Banish Dazzle", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a shard of glass or any clear stone", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Touch"}, :backstab-backlash {:description "You create a protective field around you. If someone successfully hits you with a sneak attack, the attack rebounds and your attacker suffers the damage it would have inflicted on you instead.", :key :backstab-backlash, :school "abjuration", :name "Backstab Backlash", :duration "1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :puppeteer {:description "Silvery strings fly out from your hand towards a creature you can see within your range and attach to it; a moment later, they fade from view. The target may make a Wisdom saving throw to resist. If it fails, then on each of your turns you may use your action to dictate that creature’s physical action. The creature’s movements will look awkward and ineffective, and any Strength- or Dexterity-based attack rolls or ability checks you force it to make will be made at disadvantage. You cannot make it perform any action it cannot physically do.\n\nIf you attempt to force it into taking a suicidal action or one in direct opposition to its interests or alignment, it may make another saving throw, ending the effect on a success.", :key :puppeteer, :school "enchantment", :name "Puppeteer", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "160 feet"}, :nature-s-exile {:description "You curse a creature, causing the natural world around him to fear and hate him. The target may make a Wisdom saving throw to resist. If your target fails, then the natural world around him will begin to hate him. Beasts, dragons, fey, monstrosities, plants, and oozes with an Intelligence of 4 or less will be automatically hostile to the target. Even the elements themselves will seem to hate him; he will have disadvantage on all Intelligence (Nature), Wisdom (Animal Handling), and Wisdom (Survival) skill checks. A remove curse will end this effect.\n\nIf you maintain concentration for the entire duration, the effects become permanent.", :key :nature-s-exile, :school "transmutation", :name "Nature’s Exile", :duration "Concentration, up to 1 hour", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :power-word-blind {:description "You point to one creature you can see within range and shout out a magic word. If the creature you choose has 50 hit points or fewer, it goes permanently blind. If it has up to 100 hit points, it goes blind for 1 day. If it has more than 100 hit points, the spell has no effect.\n\nAll creatures within 10 feet of the creature you pointed out are permanently blinded if they have 25 hit points or fewer, or are blinded for 1 day if they have up to 50 hit points. Lesser restoration can be used to remove blindness as normal.", :key :power-word-blind, :school "transmutation", :name "Power Word Blind", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :fool-s-gold {:description "You touch copper coins or objects made out of copper, brass, or bronze, with a total weight of 1 pound or less, and turn it into gold. When the spell expires, the items return to normal. If a piece of iron touches an affected item, the DM will roll a die. On an odd number, the object returns to normal. If the iron is raw ore, the object always returns to normal.\n\nAt Higher Levels. When you cast this spell using a 6th-level or higher spell slot, the resultant gold objects will not revert if touched with iron.", :key :fool-s-gold, :school "illusion", :name "Fool’s Gold", :duration "24 hours", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a powdered piece of iron pyrite", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :kiss-of-awakening {:description "One unconscious creature you kiss instantly wakes up. If you kiss a creature that is unconscious due to a spell (including the slumber variant of the imprisonment spell), this kiss will automatically wake up that creature if the spell is of 2nd level or lower. For a spell of 3rd level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the effect ends and the creature wakes up. You may only try once per magically-unconscious creature per day.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you automatically wake a creature up who is under the effect of spell if the spell’s level is equal to or less than the level of the spell slot you used.", :key :kiss-of-awakening, :school "abjuration", :name "Kiss of Awakening", :duration "Instantaneous", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :ballant-s-stonesplit {:description "You channel extreme magical force and strike an object made primarily or entirely out of rock, such as a stone wall. When you touch the stone, brilliant magical light flares out and a huge glowing crack grows in the rock. At the end of your next turn, you inflict 100 points of damage to it. At any point between your casting the spell and the end of your next turn, this spell can be countered by dispel magic or a similar effect, preventing the rock from crumbling.\n\nIf cast on a creature made from stone, such as a stone-based earth elemental (such as a gargoyle) or a stone golem, the creature may make a Constitution saving throw. The creature suffers 8d10 force damage on a failed saving throw, or half as much damage on a successful one.", :key :ballant-s-stonesplit, :school "evocation", :name "Ballant’s Stonesplit", :duration "1 round", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a diamond-tipped chisel worth 500 gp, which is consumed in the casting", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Touch"}, :death-candle {:description "While you cast this spell, a willing creature must light the candle. From then on, the candle will burn continuously without using any fuel for as long as the creature that lit it is alive. If that creature is ever near death or contracts a fatal illness, the candle will gutter and dim, but it will only go out when that creature reaches 0 hit points. The candle cannot be extinguished except by magical means. If the creature reaches 0 hit points and is stabilized, or dies and brought back to life, it does not reignite the candle. If this spell is dispelled, or the candle is extinguished for any reasons, the candle can’t be reused.", :key :death-candle, :school "divination", :name "Death Candle", :duration "Special", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a candle worth at least 1 gp"}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Special"}, :sand-storm {:description "You create a violent sandstorm in a 30-foot-radius, 40-foot-high cylinder centered on a point within range. The storm’s area is area is heavily obscured. Each creature that is completely within the cloud takes 6d6 slashing damage at the start of each of its turns and must make a Constitution saving throw. On a failed save, the creature is blinded and spends its action coughing and choking.", :key :sand-storm, :school "conjuration", :name "Sand Storm", :duration "Concentration, up to 1 hour.", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a handful of fine sane, which you blow at the target area", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :euclarke-s-cantankerous-clothing {:description "You choose one creature within range that you can see and is wearing clothing or armor, and magically force it to make a Strength saving throw. If it fails, that target’s clothing or armor will begin to twist, fold, swirl around, and generally work to get in the way. The target is at disadvantage on all Dexterity attack rolls, saving throws, and ability checks, has its speed reduced by 5 feet, and must make a concentration saving throw whenever it attempts to cast a spell. The target may make a new Strength saving throw each round, ending the effect on a success.", :key :euclarke-s-cantankerous-clothing, :school "transmutation", :name "Euclarke’s Cantankerous Clothing", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a small square of cloth, which you must twist while casting the spell", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :descent-into-madness {:description "You inflict a target with a form of madness that begins to grow over the course of a day. The target may make a Wisdom saving throw to resist. On a failure, the target gains a new flaw to reflect the madness, which will be chosen or rolled randomly by the DM on the following table or on the Indefinite Madness table (Dungeon Master’s Guide, chapter 8: Running the Game).\n\n d8 \tFlaw\n1\tI feel that everything is strange and unnatural, like there’s something alien and sinister behind the façade.\n2\tI can’t remember large portions of my previous life, and I’m not sure I can trust what I do remember.\n3\tIt’s easiest when I don’t have to think. About anything.\n4\tOh, look, faeries! Aww, aren’t they cute. Hi!\n5\tOh my gods! That [type of common, everyday object, creature, or individual] is terrifying! Don’t let it get me!\n6\tI burst out in random bouts of laughter, crying, or screaming, and I just can’t help it.\n7\tThis [specific common, everyday object, creature, or individual] is the most important thing in the world. I can’t let anyone take it away from me, or everything will be ruined!\n8\tI have to kill them! It’s the only way to prove that I’m sane!\nAt the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.", :key :descent-into-madness, :school "enchantment", :name "Descent into Madness", :duration "Permanent", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :somatic true, :material-component "a tesseract made of golden wire worth at least 500 gp, which is consumed by the casting of this spell"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "100 ft."}, :distraction {:description "One creature you can see must make a Wisdom saving throw or become incapacitated until the beginning of your next turn, too preoccupied by its own thoughts or too distracted by shiny things to notice any movement, sound, or smell around them. Creatures with an Intelligence of 1 or that are immune to being charmed are unaffected by this spell. A creature that is in combat has advantage on its saving throw.\n\nThe number of people you can affect increases to 2 when you reach 5th level, 4 when you reach 5th level, and 8 when you reach 17th level.", :key :distraction, :school "enchantment", :name "Distraction", :duration "1 round", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :stunning-barrier {:description "You surround yourself with a barely-visible magical field. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n\nAny creature that strikes you with a melee attack must make a Wisdom saving throw or be stunned until the end of its next turn.", :key :stunning-barrier, :school "abjuration", :name "Stunning Barrier", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self"}, :elemental-burst {:description "You create and hurl slivers of elemental matter at one target you can see within range. Make a ranged spell attack to hit. On a successful hit, the target takes 1d8 piercing damage and 1d8 acid, cold, fire, lightning, or thunder damage--choose one when casting the spell.\n\nAt Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you do an additional 1d8 elemental damage for each slot level above 1st.", :key :elemental-burst, :school "evocation", :name "Elemental Burst", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :diamondblade {:description "One piercing or slashing weapon you touch becomes incredibly sharp. You may then use the weapon or give it to someone else. The sword grants +3 to hit and inflicts an additional 2d10 damage on a successful hit. In addition, the weapon scores a critical hit on a roll of 19 or 20, and if a critical hit is scored, thee wielder may roll the damage dice three times instead of twice.", :key :diamondblade, :school "transmutation", :name "Diamondblade", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a diamond worth at least 100 gp"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :lava-bolt {:description "You conjure an orb of lava which you hurl at one target within range. Make a ranged spell attack to hit. On a hit, the target takes 3d6 bludgeoning damage and 3d6 fire damage. In addition, the target must make a Dexterity saving throw. On a failure, the lava sticks to the target and begins to solidify. The target is restrained (escape DC equal to your spell save DC) and takes 1d6 fire damage at the end of each of its turns for 1 minute.\n\nWhile this spell is active, the lava can only be removed by the application of copious amounts of water or with a spell that of 2nd level or higher that inflicts cold-based damage (this spell also inflicts half damage to the target). If the target dies from this spell it becomes completely encased in hardened volcanic rock.\n\nAt Higher Levels. When you cast this spell with a 5th-level or higher spell slot, you inflict an additional 1d6 fire damage on initial impact and each round for each slot level above 4th.", :key :lava-bolt, :school "conjuration", :name "Lava Bolt", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of pumice or obsidian"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :prophecy {:description "You enter a long trance and get a vision of the future, which describes an important event that shall occur at some point in the near future. It may be vague and open to interpretation and the scope of the vision will be up to the DM.\n\nIn addition, the DM will secretly roll a d20. On a roll of 1, the vision will be completely false. If you touch another creature or a specific object, while casting this spell, then the prophecy will be about an event that directly concerns that creature or object.\n\nIf you attempt to cast this spell more than once about a single event, you will receive the same vision.", :key :prophecy, :school "divination", :name "Prophecy", :duration "Instantaneous", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a plant with hallucinatory properties or a hallucinatory drug, which is burned during the casting of the spell, and a crystal worth at least 1,000 gp", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :yoke-of-mercy {:description "You attempt to beguile a creature within range. That creature may attempt to make a Wisdom saving throw to resist. If it fails, it cannot kill a foe. It may harm its enemies, but if it brings a creature to 0 hit points, it must choose to knock the creature unconscious instead.\n\nIn addition, if the creature has the choice between using a damage-inflicting attack spell and a non-damaging one, and both options are equally useful to the creature, it must choose the non-damaging option.", :key :yoke-of-mercy, :school "enchantment", :name "Yoke of Mercy", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :augmenting-wall {:description "You create a nearly-invisible wall, up to 10 feet high and 15 feet long, of shimmering energy. Choose from acid, cold, fire, force, or lightning damage when you cast this spell.\n\nAny weapon thrown or fired through your side of the wall emerge from the other side imbued with that energy and inflict an additional 1d10 damage of that type to its target, should it hit. This has no effect on melee weapons or on creatures who pass through the wall, nor does it enhance spells that pass through it. It will enhance magical ammunition and thrown weapons, however. The wall does not block vision.\n\nAt Higher Levels. When you cast this spell with a 5th-level or higher spell slot, thrown and missile weapons inflict an additional 1d10 damage per slot level above 4th.", :key :augmenting-wall, :school "evocation", :name "Augmenting Wall", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :secret-page {:description "You touch a piece of paper or a page in a book that has writing on it, and the writing changes to something completely different of your choice. You can read it normally, however, and you may speak a command word to cause it to revert back to the original text, thus ending the spell. A true seeing spell will reveal the original text without ending the spell.", :key :secret-page, :school "transmutation", :name "Secret Page", :duration "Permanent", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "powdered herring scales and the essence of a will o’wisp", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :odeen-s-magic-cloud {:description "You create a cloud that fills a five-foot cube at any point within range. You can freely move the cloud at a speed of 40 feet by concentrating on it; when you stop concentrating, it drifts on the wind. Its area is lightly obscured. When you create the cloud, you choose one of three options:\n\n*Misty Cloud. You direct the cloud to cover a small area on the ground, typically around an object or creature. The cloud’s area is lightly obscured.\n\nStorm Cloud. You create a personal storm cloud directly over a target. At the beginning of your round, you may use a bonus action to direct a lightning bolt to strike the target. The target may make a Dexterity saving throw, or take 1d6 lightning damage on a failed save, or no damage on a successful one.\n\nRainy Cloud. The cloud produces a very light rain. You can use this to water a garden or take a shower, but it doesn’t produce enough rain to cause a flood. If you cast this spell over a creature that has the Water Susceptibility trait, such as a fire elemental, it takes 1 point of cold damage at the start of each of your turns.\n\n\n\nRainbow Cloud. The cloud emits anywhere up to five small, pretty rainbows. This is primarily designed to impress viewers.", :key :odeen-s-magic-cloud, :school "conjuration", :name "Odeen’s Magic Cloud", :duration "Concentration, up to 1 minute", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "90 feet"}, :loathsome-veil {:description "You create a curtain of ever-shifting, multicolored strands of light that twist and warp into strangely beautiful but also disturbingly alien patterns. You can make the wall up to 40 feet long and 20 feet high or a ringed wall up to 20 feet in diameter and 20 feet high. One side of the veil, chosen by you, is harmless. All creatures within 30 feet of the other side must make a Wisdom saving throw against poison. On a failed save, the creature is nauseated and spends its action retching and reeling. A creature may attempt a new saving throw at the end of each of its turns, ending the effect on a success.", :key :loathsome-veil, :school "illusion", :name "Loathsome Veil", :duration "Concentration, up to 1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a tangle of multicolored threads"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :interrogation {:description "You cast this spell on a creature you are questioning. If the target refuses to answer your question to your satisfaction, you may speak a word or touch the target and it suffers terrible pain and takes 1d8 psychic damage. The spell doesn’t force the target to be truthful. If you ask the target a nonsensical question or if it fails to understand the question, it takes no damage and suffers no pain. You may ask one question per round.\n\nIf this damage would cause your target to drop to 0 hit points, it instead drops to 1 hit point and falls unconscious.", :key :interrogation, :school "evocation", :name "Interrogation", :duration "1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 round", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :create-life {:description "You create a living creature, body and soul. It may be of any species you like, or it may be something you have created whole-cloth, but it must be an aberration, beast, dragon, giant, humanoid, monstrosity, ooze, or plant of CR 10 or less.\nThe new creature is an adult but has the mentality of an infant. It learns quickly, however, and will typically reach intellectual and emotional maturity in 1d4 years. Its lifespan will be fairly random--it will live for an additional 2d20+40 years. Without the aid of magic, however, it is sterile.", :key :create-life, :school "necromancy", :name "Create Life", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 week", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :alpha-s-chill-of-the-void {:description "You bring forth a wave of airless, supernaturally-intense cold in a 60-foot cone. Each creature in that area must make a Constitution saving throw or take 7d6 cold damage on a failed saving throw, or half as much on a successful one. In addition, if a creature fails its saving throw by 5 or more, it takes a level of exhaustion as the air is ripped from its lungs.\n\nAll normal vegetation of Medium size or smaller in the area dies, and larger vegetation has a 50 percent chance of dying. Plant creatures are no more susceptible than other living beings are. Normal fires in the area are immediately snuffed and standing water instantly freezes.", :key :alpha-s-chill-of-the-void, :school "evocation", :name "Alpha’s Chill of the Void", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a piece of ice", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (60-foot cone)"}, :sunbolt {:description "You hurl a mote of pure sunlight at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 radiant damage, and the target and all creatures within 20 feet must make a Constitution saving throw or be blinded until the end of its turn.", :key :sunbolt, :school "evocation", :name "Sunbolt", :duration "Instantaneous", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a small sunstone worth at least 10 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "120 feet"}, :demand {:description "This spell functions as the sending spell, in that you can send a message of twenty-five words or fewer to a creature with which you are familiar. However, the demand spell also contains a suggestion, as per that spell. This suggestion lasts for 8 hours and does not require concentration.\n\nThe recipient must make a Wisdom saving throw or become subject to the suggestion. The demand is understood even if you don’t share a language with the subject or if the subject has no language.", :key :demand, :school "enchantment", :name "Demand", :duration "8 hours", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a short piece of copper wire"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Unlimited"}, :rary-s-replay {:description "You read the residual psychic impressions in a room or area. Typically, you can only read the most recent events, but a highly-emotional event, especially one that is also very unusual or violent, leaves psychic energies that can be picked up for months or years afterwards. The event is played back perfectly--you see, hear, smell, and feel the events perfectly. If the events were violent, you will feel phantom pain but take no actual damage.\n\nThe event that is replayed for you is done so in real-time, so the replay takes as long to complete as the original event, to a maximum of one hour.", :key :rary-s-replay, :school "divination", :name "Rary’s Replay", :duration "Concentration, up to 1 hour", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (10-foot radius)"}, :body-of-the-sun {:description "You burst into brilliant golden flames which extend up to five feet from your body in all directions. A creatures that enters the area or ends its turn there must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed saving throw, or half as much on successful one. In addition, A creature that is within 10 feet of you must make a Constitution saving throw or be blinded until the end of its next turn. You shed bright light out to a radius of 30 feet and dim light to an additional 30 feet.", :key :body-of-the-sun, :school "transmutation", :name "Body of the Sun", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self (5-foot radius)"}, :mass-curse-of-ill-fortune {:description "A wave of dark energy washes out of you. Up to eight targets you can see within range must succeed on a Wisdom saving throw or have disadvantage on all rolls until the end of their next turns. A remove curse will end this effect.", :key :mass-curse-of-ill-fortune, :school "necromancy", :name "Mass Curse of Ill Fortune", :duration "1 round", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "100 feet"}, :wall-of-ooze {:description "You conjure a wall of stinking, slurping ooze 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 5 feet thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet higher, and 5 feet thick. The wall is opaque and lasts for the duration. Each 10-foot section has 30 hit points and has an armor class of 13; it is immune to acid, cold, lightning, and slashing damage.\n\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. A creature 5d8 acid damage on a failed saving throw, or half as much on a successful one. Furthermore, each creature must make a Constitution saving throw or be paralyzed. It may make a new saving throw at the end of each of its turns, ending the effect on a success.\n\nA paralyzed creature continues to take damage each round as long as it is within 5 feet of the wall; the wall will send out slimy tendrils to touch the creature. If the creature is killed by this damage, it is absorbed into the wall and it gains 30 hit points.", :key :wall-of-ooze, :school "conjuration", :name "Wall of Ooze", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a bit of an ochre jelly or gray ooze"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :curse-tablet {:description "You inscribe your victim’s name on a lead tablet, invoke the spirits of the dead, and place the tablet in an occupied tomb or grave. Each midnight thereafter, your victim must succeed at a Wisdom saving throw. Failure means the subject suffers horrifying nightmares of its own death. When the target wakes up, it will take 1d10 psychic damage and its hit point total will be reduced by that amount. The reduction to the target’s hit point total lasts until the curse is broken.\n\nIf your target succeeds at three saving throws, the curse is broken and the spell ends. The successful saving throws do not need to be consecutive. The curse can also be broken if the curse tablet is destroyed.\n\nBecause the curse is laid upon the tablet and not directly on the target, a remove curse spell cast upon the target will not end the curse. It will, however, prevent the target from having nightmares that night and give him advantage on the following night’s saving throw. A remove curse cast on the tablet works normally.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell lasts an additional two days per spell slot above 3rd level.", :key :curse-tablet, :school "necromancy", :name "Curse Tablet", :duration "1 week", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a lead tablet", :verbal true, :somatic true, :material true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :burning-blood {:description "You cause the open, bleeding wounds of one target you can see within range that is not at full hit points to burst into blood-red flame. The target must make a Constitution saving throw each round. The creature takes 3d8 fire damage on a failed saving throw, or half as much damage on a successful one.\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.", :key :burning-blood, :school "necromancy", :name "Burning Blood", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a drop of blood and a pinch of saltpeter"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :mirage-of-despair {:description "One target in range that you can see is forced to make a Wisdom saving throw. If it fails, it sees everything around it in the worst possible light. Objects and structures appear to be dying and filled with rot or twisted and monstrous; allies look hateful or indifferent to the target, and other creatures look monstrous.\n\nThe target’s reactions vary. Each time she encounters something particularly horrific or depressing, she must make a new saving throw. On a failure, the DM will roll a d4 or choose from the following table to determine the target’s reactions:\n\nd4\tReaction\n1\tFear. The target must make a Wisdom saving throw or move at least 30 feet away from the object on each of its turns, for 1 minute or until the target sees another triggering scene.\n2\tHopelessness. The target must make a Charisma saving throw or become overwhelmed with despair for one minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.\n3\tInsanity. The target must make an Intelligence saving throw or be driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creature’s say, can’t read, and speaks only in gibberish. The DM controls its movements, which are erratic.\n4\tStunned. The target must make a Wisdom saving throw or be stunned for 1 minute.\nThe creature may make a new saving throw at the end of each of its turns, ending the effect (but not the spell) on a success. If the creature succeeds at three saving throws in a row, the spell ends. However, each time the creature fails a saving throw, it takes 1d6 psychic damage and its hit points are reduced by that amount. If the creature’s hit point maximum drops to 0, it dies. Its hit point maximum returns to normal after it takes a long rest. A remove curse will end the spell.", :key :mirage-of-despair, :school "illusion", :name "Mirage of Despair", :duration "8 hours", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :nymph-s-beauty {:description "You become blindingly beautiful. Any humanoid within range who can see you must make a Constitution saving throw or become blinded for the duration. If you remove your clothing or are already naked, any creature who sees you and who is not blinded takes 10d8 psychic damage. This spell can be used by both men and women and affects both men and women equally, regardless of your own sex or your target’s interests.", :key :nymph-s-beauty, :school "enchantment", :name "Nymph’s Beauty", :duration "Concentration, up to 10 minutes", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a nymph’s tear", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self (30-foot radius)"}, :alpha-s-spark-shower {:description "You extend your arms and a sheet of sizzling purple sparks shoot forth from your hands. Each creature in a 10-foot cone must make a Dexterity saving throw. A creature takes 1d6 lightning damage on a failed saving throw, or half as much on a successful one.\n\nThis spell does additional damage when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :alpha-s-spark-shower, :school "evocation", :name "Alpha’s Spark Shower", :duration "Instantaneous", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a bit of fur, glass, and copper", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (10-foot cone)"}, :seek-teleporter {:description "You learn the destination of another individual who used a teleportation spell such as teleport, dimension door, or arcane gate in the last 10 minutes. Any spell that prevents scrying or other divination attempts also blocks this spell.", :key :seek-teleporter, :school "divination", :name "Seek Teleporter", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 reaction, which you take when someone you can see has teleported away.", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :field-of-icy-razors {:description "You choose up to 8 creatures you can see within range and knife-edged crystals of ice begin to form around them, pinning them to the ground. Each creature must make a Strength saving throw, taking 6d6 cold damage and 6d6 slashing damage on a failed saving throw, or half as much on a successful one. In addition, a creature that failed its save has its move reduced by 20 feet for the duration of the spell.", :key :field-of-icy-razors, :school "conjuration", :name "Field of Icy Razors", :duration "Concentration, up to 1 minute", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :vanquil-s-drifting-blizzard {:description "You create a 20-foot-radius sphere of swirling snow centered on a point you choose within range. The blizzard spreads around corners. It lasts for the duration or until strong wind (20 miles per hour or more) disperses the snow, 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 cold damage on a failed save, or half as much damage on a successful one. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground.\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.", :key :vanquil-s-drifting-blizzard, :school "conjuration", :name "Vanquil’s Drifting Blizzard", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :flexible-force-field {:description "You create a nearly invisible barrier that is attached on all edges to a doorway, arch, cave mouth, or similar structure. The barrier blocks all physical movement through it, as well as all mundane or magical attacks, except for those that inflict force or psychic damage. It also does not block gas-based attacks, such as cloudkill or the breath of a green dragon.\n\nThe force field is treated as an object with AC 17, hit points equal to your maximum, and resistance to all forms of attack. It does not regenerate lost hit points on its own, although if you cast this spell a second time on an existing force field, you bring it back to full hit points. You can also use a spell such as repair (q.v.) to restore the field’s lost hit points.", :key :flexible-force-field, :school "evocation", :name "Flexible Force Field", :duration "Permanent until destroyed", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "500 gp worth of powdered diamond"}, :ritual true, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :righteous-vigor {:description "Divine fury fills a willing target that you touch. Each time your target successfully attacks a target, it gains a cumulative +1 bonus to its next attack roll against that same target (to a maximum of +3), and 5 temporary hit points. If its attack misses, its attack bonus resets to 0. The temporary hit points vanish when the spell ends.", :key :righteous-vigor, :school "transmutation", :name "Righteous Vigor", :duration "1 minute", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :power-word-banish {:description "You utter a word of great power that forces one elemental, fiend, or celestial that you can see within range to immediately return to its home plane. If the creature has a CR of 15 or more, it may make a Wisdom saving throw to resist.", :key :power-word-banish, :school "conjuration", :name "Power Word Banish", :duration "Instantaneous", :level 9, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :bliss {:description "One creature within range that you can see must make a Wisdom saving throw or fall into a trance of intense pleasure; for the duration of the spell, the creature is incapacitated. The creature may make a new saving throw at the end of each of its turns, ending the effect on success.\n\nThis spell has potential for addiction and is debilitating with frequent use. If a creature is subjected to this spell three times or more in a 24-hour period, it must make a Wisdom saving throw. On a failure, it takes 1d10 psychic damage and its hit point total is reduced by that amount. This hit point reduction lasts for 1 week or until a spell such as greater restoration is cast on it. Until its hit point total has been restored, it can’t make a saving throw to resist the spell, but must still make a Wisdom saving throw to avoid taking psychic damage. In addition, the target will feel a desperate need to have this spell cast upon it again by you, no matter how much damage you have inflicted on it..\n\nAt Higher Levels. If you cast this spell with a 3rd-level or higher spell slot, the spell no longer requires concentration. If you cast this spell with a 5th-level or higher spell slot, the duration increases to 10 minutes.", :key :bliss, :school "enchantment", :name "Bliss", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :chromatic-blade {:description "You transform the dagger into a magical longsword of shimmering, weightless force that constantly changes hue. You may choose to wield the blade or give it to an ally. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using the sword. The blade inflicts 7d6 damage on a successful hit, but the ever-changing colors means that the type of damage it inflicts changes with each blow. On a successful hit, roll a d6:\n\n d6 \tColor\tDamage Type\n1\tRed\tFire\n2\tOrange\tAcid\n3\tYellow\tLightning\n4\tGreen\tPoison\n5\tBlue\tCold\n6\tViolet\tForce\nIf you roll a natural 20, you inflict an additional 2d6 damage and may roll again. If you roll a 20 again, you sever one of the target’s limbs, as per the sword of sharpness.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.\n\nAfter the duration, the sword is transformed back into the dagger.", :key :chromatic-blade, :school "evocation", :name "Chromatic Blade", :duration "1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a dagger set with gems of seven colors, worth at least 100 gp, Which is (temporarily) consumed by the spell.", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :bestow-enchantment {:description "You may cast a spell that has a range of Self or Touch and then “hand” it to a willing creature, who is then able to control and benefit from that spell as she it had cast it herself.", :key :bestow-enchantment, :school "evocation", :name "Bestow Enchantment", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :sticks-to-snakes {:description "You transform 2d6 sticks, staves, or cudgels (or other wooden objects at least two feet long) into serpents. Roll a die. On an even number, they turn into constrictor snakes; on an odd number, they turn into poisonous snakes.\n\nRoll initiative for the snakes as a group, which it has its own actions. They will 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. At the end of the spell’s duration, the snakes turn back into sticks.\n\nThe DM has the creature’s statistics.\n\nAt Higher Levels. If you cast this spell with a 7th-level or higher spell slot, the sticks turn into giant constrictor snakes or giant poisonous snakes instead.", :key :sticks-to-snakes, :school "transmutation", :name "Sticks to Snakes", :duration "1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a piece of snakeskin"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :otto-s-drums {:description "While tapping on miniature drums, you rally your allied troops or demoralize enemy troops. You choose which effect you wish to use.\n\nDrums of Despair. The sound of oppressively loud war drums fills the area. All creatures within that area, except for allies you designate, must make a Wisdom saving throw. A creature who fails is filled with dread and will have disadvantage on one type of saving throw for the duration (your choice; all targets will have disadvantage on the same saves). In addition, whenever an affected creature rolls a 20 when rolling to attack, that creature must reroll.\n\nRousing Anthem. The sound of rhythmic, encouraging drums fills the area. All allies you designate are at advantage on all saving throws for the duration. In addition, whenever an affected creature rolls a 1 when rolling to attack, that creature may choose to reroll.", :key :otto-s-drums, :school "enchantment", :name "Otto’s Drums", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a pair of miniature bronze drums", :material true, :somatic true, :verbal true}, :casting-time "1 round", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (100-foot radius)"}, :nine-lives {:description "You grant one willing target the ability to get out of trouble during the spell’s duration. The target may use any of the following abilities, but only a total of nine times, at which point the spell ends. Using one of these abilities is a reaction.\n\nCat’s Luck. The target may reroll a failed saving throw and has advantage on the reroll.\n\nFortitude. The target may turn a critical hit or a sneak attack that hit it into a normal hit and only take normal amounts of damage.\n\nRejuvenate. When reduced to 0 hit points, or if the target takes enough damage to instantly kill it, the target may choose to drop to 1 hit point instead, and then regain hit points equal to twice your spellcasting ability modifier.\n\nShake Off. The target may remove any one of the following conditions from itself: blinded, charmed, deafened, frightened, or stunned, or may remove 1 level of exhaustion.\n\n*Shimmy Out. The target may automatically end a grappled or restrained condition.\n\nStay Up. The target automatically succeeds on any roll required to avoid being knocked prone.\n\nNorthstar’s Song of the Fey\n5th-level enchantment\n\nCasting Time: 1 round\nRange: Self (100-foot-radius sphere)\nComponents: V, S, M (a platinum figurine of a songbird worth 100 gp, which crumbles to dust at the end of the spell)\nDuration: Concentration, up to 1 minute\nSource: The Great Net Prayerbook\nClasses: Bard, Druid, Ranger\nYou begin to sing and a chorus of disembodied faerie voices sing along with you. All creatures within range must make a Wisdom saving throw or become affected by the spell. Fey and creatures with the Fey Ancestry trait also have advantage.\n\nAll creatures who fails its saving throw is charmed by you and incapacitated for the duration and will do nothing but stand in place and listen to you. Creatures that are immune to being charmed or deafened are immune to this spell. A creature that takes damage may make a new saving throw, ending the charmed effect on a success.\n\nIf you maintain concentration for the duration, charmed creatures must make a second Wisdom saving throw. On a failure, a creature is stricken by a short-term madness (Chapter 8: Running the Game) for 10 minutes.", :key :nine-lives, :school "abjuration", :name "Nine Lives", :duration "8 hours", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a cat’s whisker"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :weapon-of-the-earth {:description "You pick up a chunk of rock or a handful of sand or soil and transform it into a melee weapon of your choice. It acts as a normal weapon but is immune to spells and effects that target metal.", :key :weapon-of-the-earth, :school "transmutation", :name "Weapon of the Earth", :duration "Concentration, up to 1 minute", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a chink of iron ore"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :quench-the-spirit {:description "You point the finger bone at a creature within range. That creature must make a Charisma saving throw or take 6d12+30 psychic damage. A humanoid killed by this spell rises at the start of your next turn as an undead of CR 1 or lower that is permanently under your command, following your verbal orders to the best of its ability.", :key :quench-the-spirit, :school "necromancy", :name "Quench the Spirit", :duration "Instantaneous", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a humanoid’s finger bone"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "200 feet"}, :numbing-sphere {:description "You create a sphere of painfully intense cold and roll it in whichever direction you choose.\n\nWhen you cast this spell and as a bonus action each round afterward, you can direct the sphere to move 30 feet in any direction, including up and down; it cannot pass through solid objects, however. If the sphere enters another creature’s space, it stops moving for 1 round and inflicts 2d10 cold damage and the target must make a Constitution saving throw. A creature that fails the saving throw is paralyzed until the end of its next turn, frozen by the cold. This spell instantly freezes any liquids it comes into contact with that are not being worn or carried.", :key :numbing-sphere, :school "evocation", :name "Numbing Sphere", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a bit of sponge and a drop of water", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :obold-s-brightness {:description "A thick cloud appears, seeping up from the ground, in a location you choose within range. It glows white and sheds bright light to a distance of 30 feet, and is shot through with tiny sparks of lightning. The cloud consists of ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least once face adjacent to the face of another cube.\n\nThe cloud’s area is heavily obscured. A creature that ends its turn in the cloud must make a Dexterity saving throw, taking 5d6 lightning damage and 5d6 radiant damage on a failed saving throw, or half as much on a successful one.", :key :obold-s-brightness, :school "evocation", :name "Obold’s Brightness", :duration "Concentration, up to 1 minute", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a scrap of fur and a tangle of wire"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "150 feet"}, :prismal-s-handy-mirror {:description "You create a floating, perfectly reflective mirror that is a 5 foot square. When you cast this spell, and on each subsequent turn, you can use a bonus action to move the mirror up to 60 feet or to angle or turn it.\n\nThe mirror is an object that has AC 12 and 10 hit points. If broken, razor-sharp shards explode outward in a 20-foot cone in front of it and all creatures in that area must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed saving throw or half as much on a successful one. The shards disappear after 1 minute.", :key :prismal-s-handy-mirror, :school "abjuration", :name "Prismal’s Handy Mirror", :duration "1 hour", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a shard of glass"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :secret-light {:description "You touch one object that is no larger than 10 feet in any dimension and it glows with a magical light that only you and creatures that are using a detect magic or truesight spell can see. Optionally, you can designate one other creature besides yourself who can see the light. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", :key :secret-light, :school "evocation", :name "Secret Light", :duration "8 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :material-component "two drops of your blood"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :shandaril-s-tracer {:description "You place an invisible rune on a single inanimate object. Thereafter, you can concentrate for a minute and learn where the object is, even if it’s on another plane. You can also tell if the object is currently being held by another creature, and you gain a momentary glimpse of that creature. If the rune is dispelled or the item is destroyed, you will be instantly alerted.\n\nThe rune will be revealed if a detect magic or true seeing spell is cast on the item. If this happens, you will be instantly alerted. Finally, an object with this spell on it acts as an “associated object” for purposes of teleportation.", :key :shandaril-s-tracer, :school "divination", :name "Shandaril’s Tracer", :duration "Permanent", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a piece of crystal worth at least 300 gp", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :raven-s-flight {:description "You must cast this spell at the start of your turn, before you move. You are briefly changed into a Tiny, raven-shaped blur of shadowy feathers and can fly up to 100 feet away. When you land, you change back. Until the start of your next turn, however, you cannot move from the place where you landed, although you can perform any other action that doesn’t require physically moving from that area.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you can move an additional 20 feet per slot level above 2nd.", :key :raven-s-flight, :school "transmutation", :name "Raven’s Flight", :duration "1 round", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 reaction, taken at the start of your turn before you act in any other function", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :telepathic-broadcast {:description "You can broadcast your thoughts, emotions, or instructions to all creatures you choose within range. The creatures must be able to understand your language in order to understand the broadcast. This is one-way communication; the recipients cannot speak back.", :key :telepathic-broadcast, :school "evocation", :name "Telepathic Broadcast", :duration "Concentration, up to 1 minute", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a pinch of desiccated tissue from a telepathic or psionic creature", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (120-foot radius)"}, :whisper-s-storm-of-darkness {:description "A storm made of sheets of pure emptiness appears in a location you choose within range. The area of the storm consists of up to five 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. The area inside the cubes is dimly lit. Each creature in the area must make a Dexterity saving throw. It takes 4d6 force damage and 4d6 necrotic damage on a failed save, or half as much damage on a successful one.", :key :whisper-s-storm-of-darkness, :school "evocation", :name "Whisper’s Storm of Darkness", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "100 feet"}, :animate-flame {:description "You animate a bonfire-sized or smaller nonmagical flame, causing it to leave its fuel source. When you cast this spell and as a bonus action on subsequent rounds, you can direct it to leap up to 30 feet away. When it hits the ground, it ignites any combustible materials it touches.\n\nIf you use the flame to attack, your target may make a Dexterity saving throw to resist. A creature takes 7d6 fire damage on a failed saving throw, or half as much on successful one.", :key :animate-flame, :school "transmutation", :name "Animate Flame", :duration "Concentration, up to 1 minute", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "300 feet"}, :mute {:description "You can cause a creature to become mute. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target cannot speak for the duration. At the end of each of its turns, the target can make a new saving throw, ending the effect on a success.\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.\n", :key :mute, :school "necromancy", :name "Mute", :duration "1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :holy-star {:description "A glowing mote of divine energy appears and hovers above your shoulder, shedding dim light in a 5-foot radius. Each round, as a reaction, you may mentally command it perform one of the following actions:\n\nFire Bolt. It fires a beam of energy at one target you see within 90 feet; you must make a ranged spell attack to hit. It inflicts 9d10 fire damage on a successful strike.\n\nProtection. Until the beginning of your next turn, the mote surrounds you with a protective shield, increasing your Armor Class by +6.\n\nSpell Turning. You have advantage on saving throws against any spell that affects only you, as per a ring of spell turning.", :key :holy-star, :school "abjuration", :name "Holy Star", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :spirit-mask {:description "You catch a minor spirit and wrap a fragment of your magic around it and let it go. While under the effects of this spell, all attempts to use a divination spell on you are misdirected to the spirit instead.", :key :spirit-mask, :school "abjuration", :name "Spirit Mask", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :darklight-s-tattooed-item {:description "You touch an inanimate, nonmagical object and transform it into ink. You must use this ink to create a tattoo on a willing target. If you use it for any other purpose, destroy the ink, or fail to use it within 1 hour, it turns back into the original object.\n\nThe target may release the item at any time by touching the tattoo and speaking a command word. This causes the tattoo to vanish and the item to appear in an empty space within 10 feet of you.\n\nA tattoo of a item of 10 pounds or less takes up one slot, a tattoo of an item up to 50 pounds pounds takes up two slots, a tattoo of an item up to 150 pounds takes up three slots, a tattoo of an item up to 500 pounds takes up six slots, and a tattoo of an item up to 1,000 pounds takes up 10 slots.\n\nA humanoid has one slot on its neck, two on each arm, four on each leg, and ten on its back and its chest. The presence of mundane tattoos does not get in the way of a tattooed item, but body slots taken up by other forms of magical tattoos (such as one made with Darklight’s tattooed creature (q.v.)) cannot be used by this spell.", :key :darklight-s-tattooed-item, :school "transmutation", :name "Darklight’s Tattooed Item", :duration "Until triggered", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "tattoo inks worth 100 gp and a golden needle worth 50 gp; the inks are consumed when you cast the spell", :somatic true, :material true}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :mirror-sending {:description "You stare into a mirror while concentrating on a target with whom you are familiar. You may continue concentrating as long as you like and may stop concentrating at any time, which ends the spell. When that target looks into a mirror at any other location (as long as the target is on the same plane as you), you instantly become aware of it. Your reflection replaces the target’s (or if you choose, appears to be standing right behind the target) and you can see the target and its surroundings. You may then speak a message of up to 25 words in length, at which point your reflection vanishes and the spell ends.", :key :mirror-sending, :school "divination", :name "Mirror Sending", :duration "Instantaneous", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "a finely-wrought silver mirror, at least 2 feet by 4 feet, worth at least 1,000 gp"}, :casting-time "Special", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Unlimited"}, :good-hope {:description "You fill up to 6 willing targets with cheer and powerful feelings of hope. Each creature gains advantage on all rolls until the end of its next turn. This spell counters and dispels crushing despair.", :key :good-hope, :school "enchantment", :name "Good Hope", :duration "1 round", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :bolt-s-hellish-hail {:description "A raging hailstorm momentarily appears in the shape of a cylinder that 20-foot high, 40-foot radius cylinder centered on a point within range. All creatures in that area must make a Dexterity saving throw.\n\nA target takes 5d6 damage on a failed saving throw, or half as much damage on a successful one. When you cast the spell, you may split these dice between bludgeoning, cold, lightning, and thunder damage as you wish. All creatures take the same type of damage. For instance, you may decide that all targets take 2d6 bludgeoning damage, 2d6 cold damage, and 1d6 lightning damage, or that they all take 2d6 cold and 3d6 thunder damage, or that they all take 5d6 lightning damage.\n\nUpon striking the ground, the hailstones burst into flames. All creatures touching the ground take an additional 3d6 fire damage. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the amount of damage you inflict on the initial strike (not from fire damage) increases by 1d6 damage per slot level above 5th.", :key :bolt-s-hellish-hail, :school "conjuration", :name "Bolt’s Hellish Hail", :duration "Instantaneous", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "150 feet"}, :otiluke-s-fire-and-ice {:description "Two bright streaks of energy, one red and one blue, flash from your pointing finger to a point you choose within range. The red streak explodes in a 20-foot-radius sphere centered on that point; a split-second later, the blue streak explodes. Each creature within that radius must make a Dexterity saving throw. A creature takes 5d6 fire damage, 5d6 cold damage, and 3d6 bludgeoning 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 8th level or higher, the fire and cold damage increases by 1d6 for each slot level above 7th.", :key :otiluke-s-fire-and-ice, :school "evocation", :name "Otiluke’s Fire and Ice", :duration "Instantaneous", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material true, :somatic true, :verbal true, :material-component "a pinch of phosphorous and a small quartz crystal"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :nature-s-charm {:description "You cause one natural place to exert a special fascination to all creatures other than yourself and those native to the area. Choose a point within range. Creatures who come within 90 feet of that area must make an Intelligence saving throw or be charmed. A charmed creature will not willingly leave that area, unless it makes an Intelligence saving throw. If it fails, it comes up with an excuse as to why it wants to stay. A creature will fight fiercely if someone attempts to make it leave the area, but will otherwise remain there peacefully, even if it begins to starve.\n\nAt Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the duration increases by 48 hours for each slot level above 5th.", :key :nature-s-charm, :school "enchantment", :name "Nature’s Charm", :duration "48 hours", :level 5, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "100 feet"}, :crown-of-angels {:description "You place a circlet on your head or the head and it begins to glow. The circlet takes one of three forms; you must choose which when you cast the spell:\n\nCrown of Brilliance. The circlet glows with blazing golden light. All enemies within 30 feet of you must make a Constitution saving throw. For the duration, a creature is blinded on a failed saving throw, or at disadvantage to directly attack with a melee or missile weapon attack.\n\nA creature with either the Sunlight Sensitivity or Sunlight Hypersensitivity traits will be frightened of you if it fails its saving throw. A frightened creature drops whatever it is holding and must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.\n\nCrown of Flames. Your circlet erupts with holy fire which burns unnatural creatures around you. All aberrations, celestials, fey, fiends, and undead with evil alignment (if you are good or neutral) or good alignment (if you are evil) within 30 feet of you must make a Constitution saving throw and the start of each of its turns. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed saving throw, or half as much on a successful one.\n\nA creature that failed its saving throw continues to burn, even if it moves more than 30 feet away from you. It takes 4d6 fire damage at the beginning of each of its next two turns.\n\nCrown of Glory. Your circlet glows with beautiful rainbow light, inspiring awe in lesser creatures. All creatures within 30 feet of you must make a Wisdom saving throw or become incapacitated for 1 minute, unable to do anything but stare. A creature may make a new saving throw at the beginning of each of its turns, ending the effect on a success.\n\nFurthermore, when you speak, your words form a suggestion, as per the spell. All creatures that are incapacitated when the spell’s duration has expired must make a second Wisdom saving throw or be charmed by you for up to 8 hours. A creature will follow your suggestions to the best of its ability. Creatures that are immune to being charmed will be incapacitated but not charmed.", :key :crown-of-angels, :school "evocation", :name "Crown of Angels", :duration "1 minute", :level 8, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material true, :somatic true, :material-component "an opal worth at least 200 gp and a circlet or crown made of a material appropriate to your deity; the opal is shattered during the casting but the circlet is not"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot-radius sphere)"}, :whisper-s-rune-of-protection {:description "You inscribe a glowing rune on your body, on a willing target, or on an object. The recipient gains resistance to one of acid, cold, fire, force, lightning, psychic, or thunder damage for 12 hours; choose when you cast the spell. A creature may only benefit from one rune of protection at a time.\n\nIf the creature on whom you place the rune of protection has magical tattoos of the sort created by the create magic tattoo or tattoo of power spell, this rune takes up two tattoo slots.", :key :whisper-s-rune-of-protection, :school "abjuration", :name "Whisper’s Rune of Protection", :duration "12 hours", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :erase {:description "You remove any writing you see, leaving the surface it was on unmarked (even if the words were carved in stone). It will erase up to one page and automatically erases nonmagical writings. If you are attempting to remove magical writing, including spell scrolls and magical traps such as glyph of warding or symbol, you must make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the writing is erased. If you fail, and the magical writing is actually a trap, the trap goes off.\n\nThis spell does not work on illusory writing, such as that produced by illusory script, as that writing isn’t real.", :key :erase, :school "transmutation", :name "Erase", :duration "Instantaneous", :level 1, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :hovering-road {:description "You create a magical road that hovers anywhere from three to thirty feet above the ground; you may raise or lower it as a bonus action. It is 10 feet wide and extends 20 feet in front of and behind you. It will continue to exist as long as you concentrate on it and continue to move forward; if you stop walking for more than 15 minutes at a time, the road sinks gently to ground level and vanishes.\n\nThe road is approximately one foot thick and is made of featureless black energy. It is an object with AC 20 and has hit points equal to your hit point maximum, and it is resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons. If it’s destroyed, it turns to black mist for a moment before vanishing completely, dropping all creatures on it to the ground below. Non-combat travel on the road is at 1.5 times normal speed.", :key :hovering-road, :school "conjuration", :name "Hovering Road", :duration "Concentration, up to 8 hours", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a chunk of black marble and a loop of gold wire", :somatic true, :verbal true, :material true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (20-foot road centered on yourself)"}, :conceal-item {:description "You render a single inanimate, nonliving object of Small-size or smaller completely undetectable when you hide it on your person. The object must be placed in a bag, hidden underneath your clothing, or otherwise concealed. No amount of searching, even a physical pat-down, will reveal the object, although a true seeing will reveal its location.\n\n\n\nYou may take the object out, at which point it becomes visible, but until the spell’s duration is over, it will return to being invisible once you return it to hiding.", :key :conceal-item, :school "illusion", :name "Conceal Item", :duration "Concentration, up to 1 hour", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:material-component "a handful of any kind of gemstone dust", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :undead-army {:description "You speak great words of terrible power and up to 100 corpses within range rise as either skeletons or zombies, depending on how fleshy they are.\n\nOn each of your turns, you can use a bonus action to mentally command one, some, or all of the undead, issuing them all the same command. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n\nThe undead remain for 10 minutes; at the end of that time, they fall lifeless once more. If you choose to end this spell before the duration expires, you can order the undead to dig themselves new graves first.\n\nAt Higher Levels. When you cast this spell with an 8th-level spell slot, the undead remain for a duration of Concentration, up to 1 hour. When you cast it with a 9th-level spell slot, the undead remain for a duration of 24 hours, without the need for concentration.", :key :undead-army, :school "necromancy", :name "Undead Army", :duration "Concentration, up to 10 minutes", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self (1,000-foot-radius circle)"}, :spiritual-spear {:description "A spear of magical force shimmers into being in your outstretched hand. You may wield it in battle as if you had proficiency in it. This spear does 1d8 piercing damage plus 1d8 force damage.\n\nAt Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, it does an additional 1d10 force damage for each slot level above 2nd.", :key :spiritual-spear, :school "evocation", :name "Spiritual Spear", :duration "Concentration, up to 1 minute", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true, :material true, :verbal true, :material-component "a golden needle"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :ironskin {:description "This spell turns the flesh of a willing creature you touch as hard as steel. Until the spell ends, the target is immune to nonmagical bludgeoning, piercing, and slashing damage and resistant to fire, lightning, and poison damage.", :key :ironskin, :school "abjuration", :name "Ironskin", :duration "Concentration, up to 1 hour", :level 6, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "diamond dust worth 1,000 gp, which the spell consumes"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :channel-flame {:description "You stand within 30 feet of mundane flames at least the size of a Large bonfire and channel that fire into a deadly attack. The fire travels harmlessly through you and becomes a 60-foot cone. All creatures in that cone must make a Dexterity saving through. A creature takes 10d6 fire damage on a failed save, or half as much on a successful one. Each round, you may change your facing so that you attack a different area. If the fire burns out before the end of the minute, the spell ends.\n\nWhile this spell is active, you have resistance to fire damage.", :key :channel-flame, :school "transmutation", :name "Channel Flame", :duration "Concentration, up to 1 minute", :level 7, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "a burning fire", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self (60-yard cone)"}, :kiss-of-wounding {:description "Once creature you kiss must make a Constitution saving throw, taking 1d12 force damage on a failed saving throw or half as much damage on a successful one.\n\nYou must be able to kiss the target’s skin (although you do not need to kiss its lips), or you can kiss it through thin cloth. If the creature is in combat, you must succeed at a melee spell attack to kiss it; if not in combat, the creature must be willing to be kissed, restrained, or unaware.\n\nYou inflict additional damage with your kiss at 5th level (2d12), 11th level (3d12) and 17th level (4d12)", :key :kiss-of-wounding, :school "evocation", :name "Kiss of Wounding", :duration "Instantaneous", :level 0, :option-pack "The (Not Really) Complete Tome of Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :favor-of-good-luck {:description "Granted by gods of luck and fortune, you bless a creature that you touch so that it automatically succeeds at the next saving throw it makes within the next 24 hours. The target can’t choose to not use this spell and attempt to roll the saving throw anyway; the spell triggers automatically. This spell can only be used once per individual per day.", :key :favor-of-good-luck, :school "abjuration", :name "Favor of Good Luck", :duration "24 hours", :level 2, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :bloodsworn-retribution {:description "You shed your own blood, inflicting up to 15 points of damage on yourself, and your hit point total is reduced by that amount. While doing so, you swear an oath. For every 5 hit points you inflict on yourself, you gain a +1 bonus (maximum of +3) to all attack rolls, saving throws, and ability checks you make that are made specifically when you are attempting to fulfill that oath. Your hit point total returns to normal after you have fulfilled the oath or deliberately chosen to forsake it.", :key :bloodsworn-retribution, :school "necromancy", :name "Bloodsworn Retribution", :duration "Special", :level 4, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :somatic true, :material true, :material-component "your own blood"}, :casting-time "1 round", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :symbol-new-variants- {:level 7, :school "abjuration", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :option-pack "The (Not Really) Complete Tome of Spells", :name "Symbol (New Variants)", :description "These are new variants of the spell symbol that appears in the Player’s Handbook.\n\nDebauchery. Each target must make a Wisdom saving throw or become filled with a desire to eat, drink, and be merry for 1 minute. During this time, a target won’t attack or target any creature with harmful abilities, spells, or other magical effects with intent to kill, although they may attempt to overpower other creatures for different reasons.\n\nHealing. The symbol sends out waves of soft light. All creatures within that area are healed of 4d10 points of damage. A creature can only be healed by this symbol once in a 24-hour period.\n\nLaughter. Targets must make a Wisdom saving throw or be filled with uncontrollable bursts of laughter for 1 minute. A target that fails its roll falls prone and is incapacitated and unable to stand up for the duration. As with the Tasha’s hideous laughter spell, creatures with an Intelligence score of 4 or less aren’t affected.\n\nMirroring. An illusory duplicate of each creature within range is created and lasts for 10 minutes, as if the mirror image spell had been cast. The doubles mimic the original creature’s actions and sounds and following it around. It has an AC of 12 and a hit from any attack will destroy one, but a new duplicate will appear the following round. This will continue for 10 minutes, at which point all duplicates will vanish.\n\nPersuasion. Each target must make a Wisdom saving throw or become charmed by the caster, as if charm person had been cast on it. This charm lasts for 1 hour, whether you are present or not. The creature will act normally until you give it orders.\n\nRevelation. When activated, this symbol puts an aura of flickering light around any invisible creatures, creatures under an illusion, and shapechanged creatures in the area, although it doesn’t reveal the creature’s true form. The aura of light lasts for 1 hour and sheds dim light to 5 feet.\n\nScrying. When activated, all creatures in the area have a scrying sensor placed on them and you are immediately aware that this has occurred. If a creature has magical protection against scrying; in that case, its protection acts normally. This sensor remains active for 1 hour.\n\nSlowing. All targets must make a Wisdom saving throw or suffer from a -2 penalty to AC and Dexterity saving throws, lose the ability to use reactions, and be limited to either a single action or bonus action on each of their turns, as if they had been slowed. This lasts for 10 minutes.\n\nStunning. Each target must make a Constitution saving throw or become stunned for 10 minutes.\n\nThirst. All creatures in the area are consumed by a terrible sense of thirst for 10 minutes. The creature will be unable to do anything other than drink from the nearest source of water or other safe liquid.\n\nVulnerability. All creatures in the area suffer disadvantage on all saving throws. Any immunity the creature might have to a type of damage becomes a resistance instead, and resistances are nullified, for 1 minute.\n\nWeakness. Each target must succeed on a Constitution saving throw have disadvantage on all Strength attack rolls, ability checks, and saving throws, for 1 hour.", :key :symbol-new-variants-}, :commune-with-spirit {:description "You summon a local spirit and ask it questions. You may ask it a number of questions equal to twice your spellcasting ability modifier. The spirit will answer questions honestly and literally, limited to its knowledge of local affairs (local meaning within one or two miles of your location).\n\nThe DM should roll a die. On an even number, the spirit is generally friendly and will try to be helpful. On an odd number, the spirit is malicious and give you factual but incomplete or distorted information.", :key :commune-with-spirit, :school "divination", :name "Commune with Spirit", :duration "Special", :level 3, :option-pack "The (Not Really) Complete Tome of Spells", :components {:verbal true, :material-component "incense worth at least 20 gp", :somatic true, :material true}, :ritual true, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}}}, "Magic the gathering" {:orcpub.dnd.e5/monsters {:palladia-mors-the-ruiner {:description "Palladia-Mors is a massive elder dragon, renowned for her intimidating size and her ability to kill.", :damage-resistances "psychic", :legendary-actions {:description "Legendary Resistance (2/Day): If the dragon fails a saving throw, it can choose to succeed instead."}, :key :palladia-mors-the-ruiner, :damage-vulnerabilities "psychic", :int 15, :speed "40ft walking, 50ft flying", :name "Palladia-Mors, The Ruiner", :damage-immunities "fire", :alignment "chaotic evil", :cha 13, :hit-points {:die-count 25, :die 100, :modifier 10}, :type :dragon, :size :gargantuan, :option-pack "Magic the gathering", :armor-class 17, :skills {:athletics 15, :intimidation 15, :perception 14, :survival 15}, :str 25, :saving-throws {:str 15, :con 16}, :challenge 30, :con 26, :dex 23, :condition-immunities "restrained, frightened", :wis 12, :languages "draconic, primordial", :props {:language {:draconic true, :primordial true}, :damage-resistance {:bludgeoning true, :slashing true, :piercing true, :fire true}, :damage-immunity {:fire true}, :damage-vulnerability {:psychic true}, :condition-immunity {:restrained true, :frightened true, :charmed false}}, :traits [{:name "Fire and Lightning Breath Attack (Recharge 3 turns)", :type :action, :description "Palladia-Mors exhales fire and lightening in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 51 fire damage and 51 lightening damage on a failed save, or half as much damage on a successful one. Upon reaching half health she can do a breath attack Immediately."} {:type :action, :description "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 piercing damage plus 14 fire damage and 14 lightening damage.", :name "Bite"} {:description "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 slashing damage.", :name "Claw", :type :action} {:description "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.", :name "Multiattack"} {:name "Aura of Lightening", :description "Creatures that get within 20ft of Palladia-Mors take 20 Lightening damage, and 15 Lightening damage if they end their turn within 25ft of her."} {:name "Frightful Presence", :type :action, :description "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."}]}}}, "Unearthered Arcana" {:orcpub.dnd.e5/monsters {:cathrax-the-undead {:description "Forced to stay alive and fight. Cathrax has become a terrible monstrosity that hates its own existence.", :legendary-actions {:description "Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn."}, :key :cathrax-the-undead, :int 13, :speed "walking 40ft, Flying 80ft", :name "Cathrax, The Undead", :alignment "chaotic neutral", :cha 10, :hit-points {:die-count 20, :die 100, :modifier 5}, :type :undead, :size :huge, :option-pack "Unearthered Arcana", :armor-class 16, :skills {:intimidation 17, :stealth 12, :perception 16}, :str 18, :saving-throws {:str 16, :con 12}, :challenge 22, :con 17, :dex 15, :wis 10, :props {:language {:common true, :draconic true}, :damage-immunity {:necrotic true, :fire true}, :damage-resistance {:poison true, :slashing true, :bludgeoning true, :piercing true}, :damage-vulnerability {:radiant true}, :condition-immunity {:charmed true, :blinded true, :frightened true}}, :traits [{:name "Bite", :type :action, :description "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage and 10 Necrotic damage."} {:name "Claw", :type :action, :description "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage and 13 Necrotic damage.\n"} {:description "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.", :name "Tail attack", :type :action} {:description " Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.", :name "Frightful presence ", :type :action} {:type :action, :description "The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 47 fire damage and 45 necrotic damage on a failed save, or half as much damage on a successful one.", :name "Fire and Necrotic Breath attack"} {:type :legendary-action, :description "The dragon makes a Wisdom (Perception) check.", :name "Detect"} {:type :legendary-action, :description "The dragon makes a tail Attack.", :name "Tail attack"} {:type :legendary-action, :description "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and 10 necrotic damage and be knocked prone. The dragon can then fly up to half its flying speed.\n", :name "Wing Attack"}]}}}, "Player's Manual" {:orcpub.dnd.e5/subraces {:mountain-dwarf {:race :silver-half-dragon, :traits [{:name "Stonecunning", :description "Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus."}], :name "Mountain Dwarf", :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/str 1}, :props {:max-hp-bonus 1, :damage-resistance {:poison true}, :saving-throw-advantage {:poisoned true}, :weapon-prof {:light-hammer true, :warhammer true, :greataxe false, :battleaxe true}, :armor-prof {:light true, :medium true}, :language {:dwarvish true}}, :profs {:tool {:smiths-tools true, :brewers-supplies true, :masons-tools true}}, :option-pack "Player's Manual", :key :mountain-dwarf}}}, "Default Option Source" {:orcpub.dnd.e5/races {:gnoll {:key :gnoll, :speed 30, :name "Gnoll", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Default Option Source", :profs {:skill-options {:options {:survival true, :insight true, :intimidation true, :investigation true, :perception true, :nature true}}, :language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :elvish true, :abyssal false, :celestial true, :common true, :undercommon true, :giant false, :halfling true, :goblin true}}, :weapon-proficiency-options {:options {:battleaxe true, :halberd true, :handaxe true, :flail true, :rapier true, :warhammer true, :mace true, :glaive true, :greatclub true, :club true, :morningstar true, :maul true}}}, :languages #{"Gnoll" "Abyssal" "Common"}, :props {:weapon-prof {:simple true}}, :traits [{:name "Rampage", :description "When you reduce a creature to 0 hit points with a melee attack on your turn, you may use a bonus action to move up to half your speed and make a bite attack."} {:name "Frightening Presence", :description "You have proficiency in Intimidation checks."}]}}}, "Players Handbook" {:orcpub.dnd.e5/languages {:gnoll {:name "Gnoll", :option-pack "Players Handbook", :key :gnoll}}}, "Players handbook" {:orcpub.dnd.e5/races {:canid {:key :canid, :speed 30, :name "Canid", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 0}, :size :medium, :option-pack "Players handbook", :languages #{"Common"}, :props {:damage-resistance {:cold false}, :skill-prof {:intimidation true, :perception true}}, :traits []}}}, "Wayfinder's guide to Eberron" {:orcpub.dnd.e5/races {:changeling- {:key :changeling-, :speed 30, :name "Changeling ", :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Wayfinder's guide to Eberron", :profs {:skill-options {:choose 2, :options {:deception true, :intimidation true, :insight true, :persuasion true}}, :tool {:cartographers-tools false, :painters-supplies false, :navigators-tools false, :glassblowers-tools false, :poisoners-tools false, :herbalism-kit false, :disguise-kit false, :masons-tools false, :thieves-tools false, :jewelers-tools false, :leatherworkers-tools false, :smiths-tools false, :cobblers-tools false, :potters-tools false, :forgery-kit false, :woodcarvers-tools false, :carpenters-tools false, :tinkers-tools false, :alchemists-supplies false, :weavers-tools false, :cooks-utensils false, :calligraphers-supplies false}}, :languages #{}, :traits [{:name "Divergent Persona", :description "You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency."} {:name "Unsettling Visage", :description "When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.\n\nUsing this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest."} {:name "Change Appearance", :description "As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.\n\nYou decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’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 trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.\n\nEven to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection."}]}, :shifter {:key :shifter, :speed 30, :name "Shifter", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Wayfinder's guide to Eberron", :languages #{"Common"}, :props {:skill-prof {:perception true}}, :traits [{:name "Shifting", :description "AS A BONUS ACTION, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.\n\nOnce you shift, you can’t do so again until you finish a short or long rest."}]}}, :orcpub.dnd.e5/subraces {:envoy {:race :warforged, :traits [], :name "Envoy", :option-pack "Wayfinder's guide to Eberron", :abilities {:orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/wis 1, :orcpub.dnd.e5.character/cha 1}, :profs {:skill-options {:options {:insight true, :deception true, :persuasion true, :perception true, :intimidation true, :performance true}, :choose 3}}, :props {:language {:draconic false, :deep-speech true, :orc true, :dwarvish true, :gnoll true, :gnomish true, :minotaur true, :aarakocra true, :sylvan true, :elvish true, :abyssal true, :infernal true, :aquan true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :auran true, :halfling true, :goblin true}}, :key :envoy}, :juggernaut {:race :warforged, :traits [{:name "Iron Fists", :description "When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage."} {:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."}], :name "Juggernaut", :option-pack "Wayfinder's guide to Eberron", :abilities {:orcpub.dnd.e5.character/str 2}, :key :juggernaut}, :skirmisher {:race :warforged, :traits [{:name "Light Step", :description "When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace."}], :name "Skirmisher", :option-pack "Wayfinder's guide to Eberron", :abilities {:orcpub.dnd.e5.character/dex 2}, :speed 35, :key :skirmisher}, :beasthide {:race :shifter, :traits [{:name "Beasthide shift", :description "Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC."}], :name "Beasthide", :option-pack "Wayfinder's guide to Eberron", :abilities {:orcpub.dnd.e5.character/con 2}, :props {:skill-prof {:athletics true}}, :key :beasthide}, :longtooth {:race :shifter, :traits [{:name "Longtooth Shift", :description "While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."}], :name "Longtooth", :option-pack "Wayfinder's guide to Eberron", :abilities {:orcpub.dnd.e5.character/str 2}, :props {:skill-prof {:intimidation true}}, :key :longtooth}, :swiftstride {:race :shifter, :traits [{:name "Swiftstride shift", :description "While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks."}], :name "Swiftstride", :option-pack "Wayfinder's guide to Eberron", :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha 1}, :props {:skill-prof {:acrobatics true}}, :speed 35, :key :swiftstride}, :wildhunt {:race :shifter, :traits [{:name "Mark the Scent", :description "As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest."} {:name "Wildhunt Shift", :description "While shifted, you have advantage on Wisdom checks."}], :name "Wildhunt", :option-pack "Wayfinder's guide to Eberron", :abilities {:orcpub.dnd.e5.character/wis 2}, :props {:skill-prof {:survival true}}, :key :wildhunt}, :cannith {:key :cannith, :race :human, :name "Cannith", :spells [{:value {:key :mending, :ability :orcpub.dnd.e5.character/int}}], :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 2}, :option-pack "Wayfinder's guide to Eberron", :profs {:tool {:painters-supplies false, :masons-tools false, :jewelers-tools false, :leatherworkers-tools false, :smiths-tools true, :potters-tools false, :forgery-kit false, :woodcarvers-tools false, :tinkers-tools true, :weavers-tools false}}, :props {:language {:common true}}, :traits [{:name "Dragonmark intuition", :description "When you make an ability check with artisan’s tools, roll 1d4 and add it to the result."} {:description "You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips.", :name "Magecraft"} {:name "Spell smith", :description "You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it is armor or a +1 bonus to hit and damage if it is a weapon. Once you use this trait, you can’t use it again until you finish a long rest."}]}}}, "Sword Coast Adventurers Guide (arandomstringofnum#2919)" {:orcpub.dnd.e5/backgrounds {:far-traveller {:traits [{:name "All Eyes on You", :summary "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. "}], :option-pack "Sword Coast Adventurer's Guide", :name "Far Traveller", :profs {:skill {:insight true, :perception true}, :tool-options {:musical-instrument 1, :gaming-set 1}, :language-options {:choose 1, :options {:any true}}}, :equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :treasure {:gp 15}, :key :far-traveller}, :waterdhavian-noble {:traits [{:summary "While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. \n\nChoose a Musical Instrument OR a Gaming Set proficiency.", :name "Kept in Style"}], :option-pack "Sword Coast Adventurer's Guide", :name "Waterdhavian Noble", :profs {:skill {:persuasion true, :history true}, :tool-options {:musical-instrument 1, :gaming-set 1}, :language-options {:choose 1, :options {:any true}}}, :equipment {:clothes-fine 1, :signet-ring 1}, :treasure {:gp 20}, :key :waterdhavian-noble}, :investigator {:traits [{:summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. ", :name "Watcher's Eye"}], :option-pack "Sword Coast Adventurer's Guide", :name "Investigator", :profs {:skill {:insight true, :investigation true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:manacles 1}, :treasure {:gp 10}, :key :investigator}, :mercenary-veteran {:traits [{:name "Mercenary Life", :summary "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook). "}], :option-pack "Sword Coast Adventurer's Guide", :name "Mercenary Veteran", :profs {:skill {:athletics true, :persuasion true}, :tool-options {:gaming-set 1}, :tool {:land-vehicles true}}, :treasure {:gp 10}, :key :mercenary-veteran}, :clan-crafter {:traits [{:name "Respect of the Stout Folk", :summary "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance. "}], :option-pack "Sword Coast Adventurer's Guide", :name "Clan Crafter", :profs {:tool-options {:artisans-tool 1}, :skill {:history true, :insight true}, :language-options {:choose 1, :options {:any true}}}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :equipment {:clothes-traveler-s 1}, :treasure {:gp 15}, :key :clan-crafter}, :knight-of-the-order {:traits [{:name "Knightly Regard", :summary "You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community- whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.\n\nAlso, pick one proficiency from Arcana, History, Nature, and Religion, as appropriate for your order."}], :name "Knight of the Order", :profs {:skill {:persuasion true}, :language-options {:choose 1, :options {:any true}}, :tool-options {:musical-instrument 1, :gaming-set 1}}, :treasure {:gp 10}, :equipment {:clothes-traveler-s 1}, :option-pack "Sword Coast Adventurer's Guide", :key :knight-of-the-order}, :urban-bounty-hunter {:traits [{:name "Ear to the Ground", :summary "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. \n\nAlso, pick any two proficiencies from Deception, Insight, Persuasion, and Stealth"}], :option-pack "Sword Coast Adventurer's Guide", :name "Urban Bounty Hunter", :profs {:tool-options {:gaming-set 1, :musical-instrument 1}, :tool {:thieves-tools true}}, :treasure {:gp 20}, :key :urban-bounty-hunter}, :cloistered-scholar {:traits [{:name "Library Access", :summary "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar."}], :name "Cloistered Scholar", :option-pack "Sword Coast Adventurer's Guide", :profs {:skill {:history true}, :language-options {:choose 2, :options {:any true}}}, :treasure {:gp 10}, :equipment {:ink-pen 1, :ink 1, :knife-small 1, :parchment 1}, :key :cloistered-scholar}, :city-watch {:traits [{:summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. ", :name "Watcher's Eye"}], :option-pack "Sword Coast Adventurer's Guide", :name "City Watch", :profs {:skill {:athletics true, :insight true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:manacles 1}, :treasure {:gp 10}, :key :city-watch}, :courtier {:traits [{:name "Court Functionary", :summary "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. "}], :option-pack "Sword Coast Adventurer's Guide", :name "Courtier", :equipment {:clothes-fine 1}, :profs {:skill {:insight true, :persuasion true}, :language-options {:choose 2, :options {:any true}}}, :treasure {:gp 5}, :key :courtier}, :uthgardt-tribe-member {:traits [{:summary "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.\n\nChoose a Musical Instrument OR Artisans Tools.", :name "Uthgardt Heritage"}], :option-pack "Sword Coast Adventurer's Guide", :name "Uthgardt Tribe Member", :profs {:skill {:athletics true, :survival true}, :tool-options {:artisans-tool 1, :musical-instrument 1}, :language-options {:choose 1, :options {:any true}}}, :equipment {:clothes-traveler-s 1, :hunting-trap 1}, :treasure {:gp 10}, :key :uthgardt-tribe-member}, :faction-agent {:traits [{:summary "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. \n\nAlso, Choose 1 proficiency in an Intelligence, Wisdom, or Charisma skill, as appropriate to your faction.", :name "Safe Haven"}], :option-pack "Sword Coast Adventurer's Guide", :name "Faction Agent", :profs {:skill {:insight true}, :language-options {:choose 2, :options {:any true}}}, :treasure {:gp 15}, :equipment {:clothes-common 1}, :key :faction-agent}, :inheritor {:traits [{:name "Inheritance", :summary "Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you."}], :name "Inheritor", :option-pack "Sword Coast Adventurer's Guide", :profs {:skill {:survival true}, :tool-options {:gaming-set 1, :musical-instrument 1}, :language-options {:choose 1, :options {:any true}}}, :treasure {:gp 15}, :equipment {:clothes-traveler-s 1}, :key :inheritor}}, :orcpub.dnd.e5/spells {:booming-blade {:description "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :booming-blade, :school "evocation", :name "Booming Blade", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true, :material-component "a weapon", :material true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :green-flame-blade {:description "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :green-flame-blade, :school "evocation", :name "Green-Flame Blade", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true, :material true, :material-component "a weapon"}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :lightning-lure {:description "You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :lightning-lure, :school "evocation", :name "Lightning Lure", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "15 feet"}, :sword-burst {:description "You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :sword-burst, :school "conjuration", :name "Sword Burst", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}}, :orcpub.dnd.e5/subraces {:ghostwise {:race :halfling, :traits [{:name "Silent Speech", :description "You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time."}], :option-pack "Sword Coast Adventurer's Guide", :name "Ghostwise", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :ghostwise}, :half-wood-elf {:race :half-elf, :traits [{:name "Choose one", :description "Choose either on of the following:\n-35 speed\n-proficiency with Shotbow, Longbow, and Longsword\n-You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena"}], :option-pack "Sword Coast Adventurer's Guide", :name "Half-Wood Elf", :key :half-wood-elf}, :half-high-elf {:race :half-elf, :traits [{:name "Choose one", :description "Choice of either:\n-proficiency with Shortsword, Longsword, Shortbow, and Longbow\n-You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it."}], :option-pack "Sword Coast Adventurer's Guide", :name "Half-High Elf", :key :half-high-elf}, :half-drow {:race :half-elf, :traits [], :option-pack "Sword Coast Adventurer's Guide", :name "Half-Drow", :spells [{:value {:ability :cha, :key :dancing-lights}} {:level 3, :value {:ability :cha, :key :faerie-fire, :level 1}} {:value {:level 2, :ability :cha, :key :darkness}, :level 5}], :key :half-drow}, :half-aquatic-elf {:race :half-elf, :traits [{:name "Swim Speed", :description "Swim Speed of 30 feet."}], :option-pack "Sword Coast Adventurer's Guide", :name "Half-Aquatic Elf", :key :half-aquatic-elf}}, :orcpub.dnd.e5/subclasses {:storm-magic {:class :sorcerer, :traits [{:name "Stormborn", :description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial."} {:name "Tempestuous Magic", :description "At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks."} {:name "Heart of the Storm", :level 6, :description "At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell’s effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level."} {:name "Storm Guide", :level 6, :description "At 6th level, you gain the ability to subtly control the weather around you.\nIf it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind."} {:level 14, :name "Storm’s Fury", :description "At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you."} {:level 18, :description "At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.", :name "Wind Soul"}], :level-modifiers [{:type :spell, :value {:level 1, :ability :cha, :key :fog-cloud}} {:type :spell, :value {:level 1, :ability :cha, :key :thunderwave}} {:type :spell, :value {:level 2, :ability :cha, :key :gust-of-wind}, :level 3} {:type :spell, :value {:level 2, :ability :cha, :key :levitate}, :level 3} {:type :spell, :level 5, :value {:level 3, :ability :cha, :key :call-lightning}} {:type :spell, :level 5, :value {:level 3, :ability :cha, :key :sleet-storm}} {:type :spell, :level 7, :value {:level 4, :ability :cha, :key :conjure-minor-elementals}} {:type :spell, :level 7, :value {:level 4, :ability :cha, :key :ice-storm}} {:type :spell, :level 9, :value {:level 5, :ability :cha, :key :conjure-elemental}} {:type :damage-resistance, :value :lightning, :level 6} {:level 6, :type :damage-resistance, :value :thunder} {:level 18, :type :flying-speed, :value 60} {:type :damage-immunity, :value :lightning, :level 18} {:level 18, :type :damage-immunity, :value :thunder}], :option-pack "Sword Coast Adventurer's Guide", :name "Storm Magic", :key :storm-magic}, :arcana-domain {:class :cleric, :traits [{:name "Arcane Initiate", :description "When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips."} {:name "Channel Divinity: Arcane Abjuration", :description "Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use use the Dash action or try to escape from an effect that prevents it form moving. If there's nowhere to move, then the creature can use the Dodge action.\nAfter you reach 5th level, when a creature fails its saving throw against you Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.\n\nCleric level - Banishes Creatures of CR\n5th - 1/2 or lower\n8th - 1 or lower\n11th - 2 or lower\n14th - 3 or lower\n17th - 4 or lower", :level 2} {:name "Spell Breaker", :level 6, :description "Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell."} {:name "Potent Spellcasting", :level 8, :description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."} {:name "Arcane Mastery", :description "At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.", :level 17}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Arcana Domain", :key :arcana-domain, :cleric-spells {1 {0 :detect-magic, 1 :magic-missile}, 2 {0 :magic-weapon, 1 :nystuls-magic-aura}, 3 {0 :aura-of-vitality, 1 :magic-circle}, 4 {0 :arcane-eye, 1 :leomunds-secret-chest}, 5 {0 :planar-binding, 1 :teleportation-circle}}}, :way-of-the-sun-soul {:class :monk, :traits [{:name "Radiant Sun Bolt", :level 3, :description "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals a amount of radiant damage equal to your Martial Arts die, as shown on the Monk table.\nWhen you use the attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action."} {:name "Searing Arc Strike", :description "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st level spell burning hands as a bonus action.\nYou can spend additional ki points to cast burning hands at a higher level. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).", :level 6} {:name "Searing Sunburst", :description "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can create an orb of light and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20 foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.\nYou can increase the sphere's power by spending ki points. Each point of ki you spend, up to a maximum of 3, increases the damage by 2d6.", :level 11} {:name "Sun Shield", :description "At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30 foot radius and dim light for an additional 30 feet. You can extinguish or restore this light as a bonus action.\nIf a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage equal to 5 plus your Wisdom modifier to the creature.", :level 17}], :level-modifiers [{:level 6, :type :spell, :value {:level 1, :ability :wis, :key :burning-hands}}], :option-pack "Sword Coast Adventurers Guide (arandomstringofnum#2919)", :name "Way of the Sun Soul", :key :way-of-the-sun-soul}, :mastermind {:class :rogue, :traits [{:name "Master of Intrigue", :level 3, :description "When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language."} {:name "Master of Tactics", :level 3, :description "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you."} {:name "Insightful Manipulator ", :level 9, :description "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\n-Intelligence score\n-Wisdom score\n-Charisma score\n-Class levels (if any)\nAt the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any."} {:level 13, :name "Misdirection", :description "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you."} {:level 17, :name "Soul of Deceit", :description "Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic."}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Mastermind", :key :mastermind}, :way-of-the-long-death {:class :monk, :traits [{:level 3, :description "Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + you monk level (minimum 1).", :name "Touch of Death"} {:name "Hour of Reaping", :level 6, :description "At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. As an action, each creature within 30 feet of you that can see you must make a Wisdom saving throw or be frightened of you until the end of your next turn."} {:name "Mastery of Death", :level 11, :description "Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead."} {:name "Touch of the Long Death", :description "Starting at 17th level, your touch can channel the touch of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend up to 10 ki points. The target must make a Constitution saving throw or take 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.", :level 17}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Way of the Long Death", :key :way-of-the-long-death}, :the-undying {:class :warlock, :traits [{:name "Among the Dead", :description "Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.\nAdditionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell."} {:name "Defy Death", :description "Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can ragain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 6} {:name "Undying Nature", :description "Beginning at 10 level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.\nIn addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.", :level 10} {:name "Indestructible Life", :level 14, :description "When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.\nOnce you use this feature, you can’t use it again until you finish a short or long rest."}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "The Undying", :key :the-undying, :warlock-spells {1 {0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :silence}, 3 {0 :feign-death, 1 :speak-with-dead}, 4 {0 :aura-of-life, 1 :death-ward}, 5 {0 :contagion, 1 :legend-lore}}}, :path-of-the-battlerager {:class :barbarian, :traits [{:description "When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon (see below).\nWhile wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage, plus your Strength modifier.\nAdditionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.\n\nSpiked armor is a rare variety of medium armor, created only by battleragers. It consists of a leather coat and leggings covered in metal spikes.\nAC: 14 + Dexterity modifier (Max 2)\nStealth: Disadvantage\nWeight: 45 lbs\nCost: 75 GP", :name "Battlerager Armor", :level 3} {:level 6, :name "Reckless Abandon", :description "Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (min. 1). They vanish when your rage ends."} {:name "Battlerager Charge", :level 10, :description "Beginning at 10th level, you can take the Dash action as a bonus action while raging."} {:name "Spiked Retribution", :level 14, :description "Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor."}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Path Of The Battlerager", :key :path-of-the-battlerager}, :swashbuckler {:class :rogue, :traits [{:name "Fancy Footwork", :level 3, :description "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.\n\nTwo‐Weapon Fighting Note: Other rogue characters must use a bonus action to Disengage if they want to escape a melee, but you can use your bonus action to fight with two weapons, and then safely evade each foe you attacked."} {:level 3, :name "Rakish Audacity", :description "Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you and you don't have disadvantage. All the other rules for the Sneak Attack class feature still apply to you."} {:level 9, :name "Panache", :description "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.\n-If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.\n-If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it."} {:level 13, :name "Elegant Maneuver", :description "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn."} {:level 17, :name "Master Duelist", :description "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest."}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Swashbuckler", :key :swashbuckler}, :banneret {:class :fighter, :traits [{:name "Rallying Cry", :level 3, :description "When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hits points equal to your fighter level, provided they can see or hear you."} {:name "Royal Envoy", :level 7, :description "At 7th level, you gain proficiency in the Persuasion skill, and can add double your proficiency bonus to any ability check that uses Persuasion. If you already are proficient in Persuasion, you may instead become proficient in any of the following skills: Animal Handling, Insight, Intimidation, or Performance."} {:name "Inspiring Surge", :level 10, :description "Starting at 10th level, whenever you use your Action Surge feature, you can choose one creature within 60 feet that is allied to you. That creature can use its reaction to make one melee or ranged weapon attack, provided it can see or hear you.\nAt 17th level, you can choose two allies within 60 feet, instead of one."} {:name "Bulwark", :level 15, :description "Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, Wisdom, or Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll it saving throw and must use the new roll."}], :level-modifiers [], :option-pack "Sword Coast Adventurer's Guide", :name "Banneret", :key :banneret}, :school-of-bladesinging {:class :wizard, :traits [{:name "Training in War and Song", :description "When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.", :level 2} {:name "Bladesong", :description "Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose (no action required).\nWhile your Bladesong is active, you gain the following benefits:\n-You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).\n-Your walking speed increases by 10 feet.\n-You have advantage on Dexterity (Acrobatics) checks.\n-You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).\n-You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.", :level 2} {:name "Extra Attack", :description "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", :level 6} {:level 10, :name "Song of Defense", :description "Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level"} {:level 14, :name "Song of Victory", :description "Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active."}], :level-modifiers [{:level 2, :type :armor-prof, :value :light} {:level 2, :type :skill-prof, :value :performance}], :option-pack "Sword Coast Adventurer's Guide", :name "School of Bladesinging", :key :school-of-bladesinging}, :oath-of-the-crown {:class :paladin, :traits [{:name "Channel Divinity: Champion Challenge", :description "You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you."} {:name "Channel Divinity: Turn the Tide", :description "As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points."} {:level 7, :name "Divine Allegiance", :description "Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way."} {:level 15, :name "Unyielding Spirit", :description "Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned."} {:level 20, :name "Exalted Champion", :description "At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:\n-You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n-Your allies have advantage on death saving throws while within 30 feet of you.\n-You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.\nThis effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest."}], :level-modifiers [{:type :spell, :value {:ability :cha, :key :command, :level 1}} {:type :spell, :value {:level 1, :ability :cha, :key :compelled-duel}} {:level 5, :type :spell, :value {:ability :cha, :level 2, :key :warding-bond}} {:level 5, :type :spell, :value {:ability :cha, :level 2, :key :zone-of-truth}} {:level 9, :type :spell, :value {:ability :cha, :level 3, :key :aura-of-vitality}} {:level 9, :type :spell, :value {:ability :cha, :level 3, :key :spirit-guardians}} {:level 13, :type :spell, :value {:ability :cha, :level 4, :key :banishment}} {:level 13, :type :spell, :value {:ability :cha, :level 4, :key :guardian-of-faith}} {:level 17, :type :spell, :value {:ability :cha, :level 5, :key :circle-of-power}} {:level 17, :type :spell, :value {:ability :cha, :level 5, :key :geas}} {:type :saving-throw-advantage, :value :paralyzed, :level 15} {:level 15, :type :saving-throw-advantage, :value :stunned}], :option-pack "Sword Coast Adventurer's Guide", :name "Oath of the Crown", :key :oath-of-the-crown}}}, "UA - Starter Spells (not reprinted) - (Fursplosion#0322)" {:orcpub.dnd.e5/spells {:guiding-hand {:description "You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.", :key :guiding-hand, :school "divination", :name "Guiding Hand", :duration "Concentration, up to 8 hours", :level 1, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "5 feet"}, :healing-elixir {:description "You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.\n", :key :healing-elixir, :school "conjuration", :name "Healing Elixir", :duration "24 hours", :level 1, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true, :material true, :material-component "Alchemist's supplies"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :puppet {:description "Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.\n", :key :puppet, :school "enchantment", :name "Puppet", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :sense-emotion {:description "You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.\n", :key :sense-emotion, :school "divination", :name "Sense Emotion", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :wild-cunning {:description "You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:\n• If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.\n• If there is edible forage within range, you know it and where to find it.\n• If there is clean drinking water within range, you know it and where to find it.\n• If there is suitable shelter for you and your companions with range, you know it and where to find.\n• Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.\n• Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.\n", :key :wild-cunning, :school "transmutation", :name "Wild Cunning", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :unearthly-chorus {:description "Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.\n", :key :unearthly-chorus, :school "illusion", :name "Unearthly Chorus", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "UA Starter Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot-radius)"}, :sudden-awakening {:description "Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.\n", :key :sudden-awakening, :school "enchantment", :name "Sudden Awakening", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "10 feet"}, :virtue {:description "You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.\n", :key :virtue, :school "abjuration", :name "Virtue", :duration "1 round", :level 0, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :hand-of-radiance {:description "You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n", :key :hand-of-radiance, :school "evocation", :name "Hand of Radiance", :duration "Instantaneous", :level 0, :option-pack "UA Starter Spells", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (5-foot radius)"}}}, "Homebrew" {:orcpub.dnd.e5/classes {:spatial-summoner {nil nil, :key :spatial-summoner, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :shortsword} {:type :weapon-prof, :value :rapier} {:type :num-attacks, :level 5, :value 2}], :name "Spatial Summoner", :subclass-level 3, :option-pack "Homebrew", :subclass-title "Archetype", :spellcasting {:level-factor 1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list {1 #{:alarm :tensers-floating-disk :detect-magic :beast-bond :shield :feather-fall :protection-from-evil-and-good :command :identify :longstrider :bane :heroism :unseen-servant :inflict-wounds :faerie-fire :healing-word :expeditious-retreat :absorb-elements :guiding-bolt :find-familiar :cure-wounds :mage-armor :jump}, 2 #{:magic-mouth :dust-devil :protection-from-poison :enhance-ability :lesser-restoration :barkskin :enlarge-reduce :darkvision :alter-self :animal-messenger :moonbeam :see-invisibility :detect-thoughts :levitate :spike-growth :warding-bond :blur :maximilian-s-earthen-grasp :invisibility :warding-wind :hold-person :spider-climb :darkness :misty-step}, 3 #{:daylight :sending :blink :sleet-storm :conjure-animals :stinking-cloud :dispel-magic :create-food-and-water :spirit-guardians :mass-healing-word :haste :fly :tongues :magic-circle :slow :wall-of-sand :wall-of-water :lightning-bolt :plant-growth :protection-from-energy :gaseous-form}, 4 #{:dimension-door :fabricate :elemental-bane :dominate-beast :banishment :polymorph :evards-black-tentacles :fire-shield :control-water :wall-of-fire :mordenkainens-faithful-hound :giant-insect :freedom-of-movement :conjure-woodland-beings :stoneskin}, 5 #{:creation :passwall :cloudkill :mass-cure-wounds :dominate-person :control-winds :insect-plague :hold-monster :teleportation-circle :planar-binding :tree-stride :wall-of-force :conjure-elemental :wall-of-stone :reincarnate}, 6 #{:planar-ally :globe-of-invulnerability :programmed-illusion :magic-jar :wall-of-ice :sunbeam :investiture-of-ice :harm :true-seeing :drawmijs-instant-summons :flesh-to-stone :bones-of-the-earth :heal :contingency :conjure-fey :investiture-of-wind :investiture-of-stone :primordial-ward :investiture-of-flame}, 7 #{:conjure-celestial :etherealness :mirage-arcane :plane-shift :project-image :sequester :simulacrum :teleport}, 8 #{:antimagic-field :antipathy-sympathy :control-weather :demiplane :dominate-monster :incendiary-cloud :maze :sunburst}, 9 #{:gate :imprisonment :mass-heal :prismatic-wall :shapechange :true-polymorph}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/cha true, :orcpub.dnd.e5.character/con true}, :skill-expertise-options {:choose 1, :options {:religion false, :persuasion false, :investigation false, :perception false, :animal-handling false, :nature false, :intimidation false, :arcana false, :insight false}}, :skill-options {:options {:animal-handling true, :insight true, :intimidation true, :investigation true, :nature true, :perception true, :persuasion true, :religion true}, :choose 2}}, :hit-die 10, :traits [{:name "Summoners Bond", :description "Due to the nature of the summoning, eidolons are resistant to attempts to control the eidolon's movement, mind or attacking abilities. This gives the eidolon advantage on rolls against fear and charm effects, and any effects that can be shrugged off by self harming actions will also be ended when the eidolon is commanded to harm their summoner."} {:level 2, :name "Bond Senses", :description "Starting at 2nd level, a summoner can, as an action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of minutes per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a bonus action."} {:name "Maker's Call", :description "At 6th level, as an action, a summoner can call his eidolon to his side. This functions as the spell dimension door. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels ", :level 6} {:name "Aspect", :description "Starting at the 10th level, a summoner can divert up to 2 points per summoner level from his eidolon's evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon's evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon's evolutions.", :level 10} {:name "Shield Ally", :description "Beginning at 14th level, whenever a friendly creature is adjacent to the Eidolon, it receives half cover.", :level 14} {:name "Life Bond", :description "Beginning at 18th level, a summoner's life becomes linked to his Eidolon's. Whenever either the Eidolon or the Summoner takes damage, as a reaction either may sacrifice hit points up to the amount of the damage taken, and not in excess of their current hit points. If they do, they prevent damage equal to the number of hit points lost this way. The Eidolon may only choose to sacrifice hit points if the summoner is damaged, and the summoner may only sacrifice hit points if the Eidolon is damaged.", :level 18} {:name "Twin Eidolon", :description "At 20th level, a summoner and his eidolon share a true connection. As an action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon's evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a bonus action. This feature recharges on a long rest.", :level 20}]}, :eidolon-emmat-dragon- {:hit-die 10, :ability-increase-levels [4 8 12 16 19], :traits [], :level-modifiers [{:type :skill-prof, :value :arcana} {:type :skill-prof, :value :history} {:type :skill-prof, :value :insight} {:type :skill-prof, :value :intimidation} {:type :skill-prof, :value :investigation} {:type :skill-prof, :value :survival} {:type :flying-speed, :value 60}], :name "Eidolon (Emmat Dragon)", :option-pack "Homebrew", :profs {:save {:orcpub.dnd.e5.character/dex true, :orcpub.dnd.e5.character/con true}}, :key :eidolon-emmat-dragon-}, :eidolon-emmat-human- {nil nil, :key :eidolon-emmat-human-, :level-modifiers [{:type :skill-prof, :value :arcana}], :name "Eidolon (Emmat Human)", :option-pack "Homebrew", :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/str true, :orcpub.dnd.e5.character/con true}, :skill-options {:choose 2, :options {:acrobatics true, :stealth true, :insight false, :perception true, :survival true, :intimidation false, :sleight-of-hand true, :persuasion true}}}, :hit-die 10, :traits []}, :wizard-summoner {nil nil, :key :wizard-summoner, :level-modifiers [], :name "Wizard Summoner", :subclass-level 2, :option-pack "Homebrew", :subclass-title "School of Evocation", :spellcasting {:level-factor 1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw :wizard, :cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights :ray-of-frost :acid-splash :mage-hand :thorn-whip :booming-blade :minor-illusion :fire-bolt :mending :resistance :shocking-grasp :friends :chill-touch :true-strike :poison-spray :light :blade-ward :thaumaturgy :prestidigitation :message :green-flame-blade}, 1 #{:thunderwave :alarm :tensers-floating-disk :ray-of-sickness :detect-magic :beast-bond :shield :feather-fall :grease :magic-missile :protection-from-evil-and-good :witch-bolt :command :fog-cloud :identify :longstrider :comprehend-languages :bane :disguise-self :heroism :unseen-servant :inflict-wounds :faerie-fire :false-life :healing-word :expeditious-retreat :tashas-hideous-laughter :absorb-elements :charm-person :guiding-bolt :find-familiar :illusory-script :mage-armor :burning-hands :sleep :color-spray :jump :silent-image :arms-of-hadar :chromatic-orb}, 2 #{:magic-mouth :crown-of-madness :arcane-lock :spiritual-weapon :gentle-repose :blindness-deafness :dust-devil :scorching-ray :rope-trick :protection-from-poison :continual-flame :enhance-ability :lesser-restoration :barkskin :enlarge-reduce :shatter :nystuls-magic-aura :darkvision :alter-self :ray-of-enfeeblement :suggestion :animal-messenger :moonbeam :see-invisibility :magic-weapon :detect-thoughts :levitate :locate-object :spike-growth :mirror-image :cloud-of-daggers :phantasmal-force :flaming-sphere :melfs-acid-arrow :warding-bond :blur :maximilian-s-earthen-grasp :invisibility :warding-wind :hold-person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3 #{:daylight :counterspell :blink :conjure-animals :dispel-magic :create-food-and-water :haste :fly :gaseous-form}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true, :orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/cha true}, :skill-options {:choose 2, :options {:arcana true, :history true, :insight true, :investigation true, :medicine true, :religion true}}, :skill-expertise-options {:options {:religion true, :persuasion true, :investigation true, :perception true, :animal-handling true, :nature true, :intimidation true, :arcana true, :insight true}}}, :hit-die 8, :traits []}, :eidolon-emmat-dragon-2 {:hit-die 10, :ability-increase-levels [4 8 12 16 19], :traits [], :level-modifiers [], :name "Eidolon (Emmat Dragon) 2", :option-pack "Homebrew", :profs {:save {:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/dex true}}, :key :eidolon-emmat-dragon-2}}, :orcpub.dnd.e5/subclasses {:synergist {:class :spatial-summoner, :traits [{:level 3, :name "Combat Training", :description "At 3rd level, when you select this archetype, you gain proficiency with martial weapons and heavy armour. You may still perform the somatic components of spells while using a weapon and shield, or a two-handed weapon."} {:name "Lesser Aspect", :description "At 7th level, the Synergist may choose to divert 1 point away from your Eidolon's evolution point pool. If you do, you remove it from the total points your Eidolon has access to and add it to yourself. You may then select an evolution you would qualify for. The total points and evolution can be changed at any time you could change your Eidolon's evolutions, but is otherwise permanent. This stacks with the Aspect class feature gained at level 10.", :level 7} {:name "Aspect Efficiency", :level 11, :description "At 11th level, your Eidolon only loses half a point from its evolution pool (rounded up) for each point you divert to yourself."} {:level 15, :name "Greater Aspect", :description "At 15th level, the Synergist may choose to divert up to 5 points away from your Eidolon's evolution point pool. If you do, you remove these from the total points your Eidolon has access to and add them to yourself. You may then select evolutions you would qualify for. The total points and evolutions can be changed at any time you could change your Eidolon's evolutions, but is otherwise permanent. This stacks with the Lesser Aspect and Aspect class features.\n\nNote: The \"Aspect Efficiency\" class feature does not double the amount of points you may divert from your Eidolon. It simply reduces the total amount you actually divert by half. IE: A 15th level Eidolist diverts the full 8 points (the max allowed by his class features) away from his Eidolon to use himself, and his Eidolon loses only 4 points."}], :level-modifiers [], :name "Synergist", :option-pack "Homebrew", :key :synergist}, :eidolist {:class :spatial-summoner, :traits [{:level 3, :name "Enduring Eidolon", :description "Beginning at 3rd level when you select this archetype, your eidolon gains 6 additional hit points, and gains two additional hit points whenever you gain a level in summoner."} {:name "Strong Bond", :description "Beginning at 7th level, an Eidolist can summon one of two eidolons as an action. The second eidolons build of your choosing. Only one eidolon can be summoned at a time. You also only need a long rest before you can change the characteristics of one of the eidolons builds.", :level 7} {:name "Evolutionist", :level 11, :description "At 11th level an Eidolist adds 4 points to the evolution pool of their eidolon"} {:name "Merge Forms", :level 15, :description "At 15th level, as an action, an Eidolist can touch his Eidolon and the two can merge forms. This transformation includes all of the summoner's gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).\n\nThe summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner's gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon's actions while merged, can perceive through its senses, and can speak through its voice.\n\nAn Eidolist can end this effect at any time as a bonus action. The Eidolist emerges in a square adjacent to the Eidolon if able. If the Eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of force damage, and is stunned for 1 minute."}], :level-modifiers [], :name "Eidolist", :option-pack "Homebrew", :key :eidolist}, :broodmaster {:class :spatial-summoner, :traits [{:name "Summon Monster I", :level 3, :description "Beginning at 3rd level when you choose this archetype a Broodmaster may cast the spell Conjure Animals or Conjure Lesser Demons once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner"} {:name "Summon Monster II", :description "Beginning at 7th level, a Broodmaster may cast the spell Conjure Elemental or Conjure Vrock (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner. This ability has a separate daily use from Summon Monster I.", :level 7} {:name "Summon Monster III", :description "Beginning at 11th level, a Broodmaster may cast the spell Conjure Fey or Conjure Hezrou (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner. This ability has a seperate daily use from Summon Monster I and II.", :level 11} {:name "Master Summoner", :description "Beginning at 15th level, any summon spell the Broodmaster casts using the summon monster class feature is now cast as if using a 9th level spell slot. Additionally, a Broodmaster has advantage on any concentration checks to maintain spells", :level 15}], :level-modifiers [], :option-pack "Homebrew", :name "Broodmaster", :key :broodmaster}, :divisionist {:class :spatial-summoner, :traits [{:name "Divided Eidolon", :level 3, :description "At 3rd level, when you select this archetype, you gain the ability to divide your Eidolon's power amongst multiple bodies. The Divisionist is able to control a number of Divided Eidolons at a time equal to 1 + half his proficiency bonus, rounded down. When creating additional Eidolons, use the same method used to create the first Eidolon, but all of their ability scores suffer a -2 penalty, they start with 4 HP + their Constitution bonus, and gain 3 HP + their Constitution bonus at each new level (these changes apply to the original Eidolon as well). Divided Eidolons provide only half the normal bonus from the Shield Ally class feature, and the bonus does not stack if an ally is adjacent to more than one Eidolon. Each Eidolon may have a different base form and type. The total number of Evolution points available remains the same regardless of the number of Eidolons you possess, but is split between them all. Because of their inherent link, a single Divided Eidolon may not possess more than 4 more evolutions points than another Divided Eidolon. All Eidolons are summoned at the same time. Eidolons are banished individually when defeated, but may be dismissed by the Summoner as a group. Eidolon creation is PERMANENT. Make sure you want another Eidolon before you create it."} {:name "Linked Senses", :description "At 7th level, your Divided Eidolons have learned how to share their senses. As long as all of your Eidolons are within 30 feet of each other, visible attackers can not gain advantage on attacks against them. In addition, they all gain the benefits of any sensory bonuses at least one of them has (low-light vision, scent, multiple heads, etc). This class feature only applies if you control at least 2 Divided Eidolons.", :level 7} {:name "Spell Efficiency", :description "At 11th level, when you cast a spell on one of your Divided Eidolons, you may choose to have it affect all of them. This only applies to spells you cast on your Eidolons. This class feature only applies if you control at least 2 Divided Eidolons.", :level 11} {:name "Evolutionary Chain", :description "At 15th level, your Divided Eidolons have learned to share their power. If you control 2 Divided Eidolons, choose any 2-point or lower evolution they both qualify to take. If you control 3 or more Divided Eidolons, choose any 1-point evolution they all qualify to take. They receive this evolution for free. This evolution can be changed at any time you may change your Eidolons' other evolutions, but they must all still qualify to receive it, and is otherwise permanent. Extra evolution points may not be spent on this free evolution, except individually, and are removed from the evolution point pool total as normal when spent this way. This class feature only applies if you control at least 2 Divided Eidolons.\n\nNote: When using the Bond Senses or Maker's Call class feature, you select one Eidolon to target. Your Eidolons may not sacrifice hit points for each other using the Life Bond class feature. At 20th level, when using the Twin Eidolon class feature, you split into a single copy of each Eidolon you currently control.", :level 15}], :level-modifiers [], :name "Divisionist", :option-pack "Homebrew", :key :divisionist}}, :orcpub.dnd.e5/races {:silver-half-dragon {:key :silver-half-dragon, :speed 30, :name "Silver Half-Dragon", :darkvision 60, :spells [], :abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/con 0}, :size :medium, :option-pack "Homebrew", :profs {:weapon-proficiency-options {:options {:halberd true, :longsword true, :war-pick false, :flail false, :greatsword true, :spear true, :warhammer true, :greataxe true, :morningstar true, :maul true, :lance true, :shortsword true, :scimitar false}, :choose 2}, :skill-options {:choose 2, :options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}}}, :languages #{"Common" "Draconic"}, :props {:swimming-speed 30, :lizardfolk-ac true, :weapon-prof {:simple true}, :armor-prof {:heavy true, :shields true}, :damage-immunity {:fire false, :cold true, :acid false, :lightning false, :poison false, :radiant false, :thunder false}, :skill-prof {:perception true}, :damage-resistance {:acid false, :cold false, :fire false, :lightning false, :radiant false, :thunder false}, :flying-speed 30}, :traits [{:description "Scales run down your arms to your fingertips, protruding over to make a set of pseudo-claws. These are natural weapons, which you can use to make unarmed strikes. You deal damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Clawed Hands"} {:name "Draconic Resistance", :description "You have immunity to Frost as a half silver dragon."} {:name "Natural Spellcaster ", :description "Dragons do not need material components to cast, they use their own being imbued with ancient draconic magic for this."} {:name "Breath of Frost", :description "Beginning at 1st level, you can channel your elemental power as an action to exhale a deadly barrage of Frost. All creatures in the area that fail on a saving throw take 2d6 damage and are slowed, and those that succeed take half damage. The saving throw DC equals 8 + your proficiency bonus + your Constitution modifier."}]}, :eidolon-emmet-dragon-race- {:key :eidolon-emmet-dragon-race-, :speed 40, :name "Eidolon (Emmet Dragon Race)", :abilities {:orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Homebrew", :languages #{}, :props {:flying-speed 40}, :traits []}, :half-dragon {:key :half-dragon, :speed 30, :name "Half-Dragon", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Homebrew", :profs {:weapon-proficiency-options {:options {:halberd true, :longsword true, :war-pick false, :flail false, :greatsword true, :spear true, :warhammer true, :greataxe true, :morningstar true, :maul true, :lance true, :scimitar false}, :choose 2}}, :languages #{"Common" "Draconic"}, :props {:swimming-speed 30, :lizardfolk-ac false, :weapon-prof {:simple true}, :armor-prof {:heavy true, :shields true}, :damage-immunity {:fire false, :cold false, :acid false, :lightning false, :poison false, :radiant false, :thunder false}, :skill-prof {:perception true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :radiant false, :thunder false}}, :traits [{:description "Scales run down your arms to your fingertips, protruding over to make a set of pseudo-claws. These are natural weapons, which you can use to make unarmed strikes. You deal damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Clawed Hands"} {:name "Relentless Endurance", :description "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest."} {:name "Draconic Resistance", :description "Choose one type of dragon from the Draconic Ancestry table. You have immunity to the damage type associated with your draconic ancestry."}]}}, :orcpub.dnd.e5/feats {:summoners-bond {:ability-increases #{}, :prereqs #{}, :option-pack "Homebrew", :description "Due to the nature of the summoning, eidolons are resistant to attempts to control the eidolon's movement, mind or attacking abilities. This gives the eidolon advantage on rolls against fear and charm effects, and any effects that can be shrugged off by self harming actions will also be ended when the eidolon is commanded to harm their summoner.", :name "Summoner's Bond", :key :summoners-bond}, :enduring-eidolon {:ability-increases #{}, :prereqs #{}, :option-pack "Homebrew", :props {:max-hp-bonus 2}, :name "Enduring Eidolon", :key :enduring-eidolon, :description "Beginning at 3rd level when you select this archetype, your eidolon gains 6 additional hit points, and gains two additional hit points whenever you gain a level in summoner.", :path-prereqs {:race {:eidolon-emmet-dragon-race- false}}}, :makers-call {:ability-increases #{}, :prereqs #{}, :option-pack "Homebrew", :name "Maker's Call", :description "At 6th level, as an action, a summoner can call his eidolon to his side. This functions as the spell dimension door. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.", :key :makers-call}}}, "Player Manual" {:orcpub.dnd.e5/subraces {:vampire {:race :lizardfolk, :traits [{:name "Blood Drinker", :description "While you can sustain yourself in the short term with normal food rations, you must drink blood in order to sustain your unholy existence. If you do not drink at least one ration of blood every seven days, you suffer one level of exhaustion which can only be negated by drinking blood. The blood you drink can be humanoid or beast.\nAt the sixth level of exhaustion, instead of suffering death, you become permanently paralyzed until someone force feeds you blood. After consuming one ration of humanoid blood, or four rations of beast blood, you recover one level of exhaustion.\nYou can drink blood from a fresh corpse which has been dead no longer than 10 minutes, however you only gain hit points if the target is alive. Alternatively, you can collect one ration of blood from a living target or fresh corpse in a vial, which keeps for 10 days."} {:name "Misty Escape", :description "When you drop to 0 hit points outside of your coffinic structure, you transform into Mist Form instead of falling unconscious, provided there isn’t sunlight or running water. If you can't transform, you are destroyed. While you have 0 hit points in mist form, you can't revert to your vampire form. If you cannot get to your coffinic structure within 2 hours, or before sunrise, you teleport to it and suffer six levels of exhaustion."} {:name "Unholy Body", :description "Dark magic runs your life force, therefore you become immune to necrotic damage and instead gain health equal to the damage taken. You are vulnerable to radiant and fire damage.\nHealth potions and healing do not have a healing effect on you. Instead they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood, or be the target of a spell meant to deal necrotic damage."} {:name "Shapechange", :description "If you aren't in sunlight or running water, you can use your action to polymorph into one of three forms depending on level.\n\n1. Mist form. In mist form you have a flying speed of 30 ft.\n\n2. At 11th level, You may choose a Giant bat. A Giant bat has a base speed of 10 ft. and flying speed of 60 ft.\n\n3. At 17th level, you may choose The Vampire Lord form. In this form you become the prime example of a vampire. You sprout wings and your skin or scales pale more. Your eyes go from glowing red to a bright golden glow that seem to draw others gazes. In this form you gain Superior body, Unnatural Charm, and Children of the night.\n"} {:name "Vampire Weaknesses", :description "Though vampires can be incredibly strong, a curse still comes with a list of drawbacks.\n\nSunlight Hypersensitivity\nVampires burn in the sun and usually become nocturnal as a result. Vampires need to find some way to shield themselves from sunlight out of necessity. If you start your turn in direct sunlight, you take 12 radiant damage (before vulnerability). You also have disadvantage on any attack rolls and ability checks when in direct sunlight.\n\nStake to the Heart\nIf a piercing weapon made of wood is driven into your heart you become paralyzed until the stake is removed.\n\nRunning Water\nVampires flesh is torn apart in the presence of water, vampires take acid damage equal to two times their level if they end their turn in running water. This damage may not be reduced in way.\n\nSilver weapons\nVampires are vulnerable to silver weapons.\n\nHeat Sensitivity\nYou are vulnerable to fire damage."} {:name "Vampire lord form (Gained at 17th level)", :description "At 17th level, you may choose The Vampire Lord form. In this form you become the prime example of a vampire. You sprout wings and your skin or scales pale more. Your eyes go from glowing red to a bright golden glow that seem to draw others gazes. In this form you gain Superior body, Unnatural Charm, and Children of the night.\n-Superior body, You can use your vampire reflexes to dodge attacks. While you are wearing no armor or shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.\nYour base movement speed increases by 10 feet.\n-Unnatural charm, As an action, you can target one humanoid you can see within 30 feet. If the target can see you, it must succeed a Wisdom saving throw against 8 + your proficiency level + your Charisma modifier, or be charmed. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.\nEach time you or one of your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts for 24 hours, until you are destroyed, until you are on a different plane of existence than the target, or if you take a bonus action to end the effect.\n-Children of the night, As an action, you may magically call 2 swarms of Bats, Or a Yeth Hound"}], :name "Vampire", :option-pack "Player Manual", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/cha 2}, :props {:damage-immunity {:necrotic true}}, :key :vampire}}}, "Unearthed Arcana" {:orcpub.dnd.e5/classes {:artificer {nil nil, :key :artificer, :level-modifiers [{:type :tool-prof, :value :tinkers-tools} {:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :weapon-prof, :value :simple}], :name "Artificer", :option-pack "Unearthed Arcana", :subclass-title "Alchemist", :spellcasting {:level-factor 3, :known-mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {3 3, 4 1, 7 1, 8 1, 10 1, 11 1, 13 1, 14 1, 16 1, 19 1, 20 1}, :spell-list {1 #{:alarm :detect-magic :identify :longstrider :disguise-self :shield-of-faith :false-life :expeditious-retreat :sanctuary :cure-wounds :jump}, 2 #{:arcane-lock :rope-trick :protection-from-poison :continual-flame :enhance-ability :lesser-restoration :enlarge-reduce :darkvision :alter-self :see-invisibility :magic-weapon :levitate :blur :invisibility :aid :spider-climb}, 3 #{:blink :water-breathing :glyph-of-warding :haste :fly :revivify :protection-from-energy :water-walk :gaseous-form}, 4 #{:fabricate :leomunds-secret-chest :mordenkainens-faithful-hound :freedom-of-movement :mordenkainens-private-sanctum :otilukes-resilient-sphere :arcane-eye :death-ward :stone-shape :stoneskin}, 0 #{:mending}}, :cantrips? true, :cantrips-known {1 1}}, :ability-increase-levels [4 8 12 16 18], :profs {:save {:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options {:arcana true, :deception true, :history true, :investigation true, :medicine true, :nature true, :religion true, :sleight-of-hand true}}}, :hit-die 8, :traits [{:name "Magic Item Analysis ", :description "you know Detect Magic, and Identify. You can cast them ritually and do not require material components. "} {:level 4, :name "Infuse with Magic", :description "You can Infuse a Artificer spell into an item for later use. You can take 1 minute to infuse a non-magical item with the spell to be used later. Any creature holding the item must have a intelligence of 6 to take a action to use the spell. Item must be used with in 8 hours."} {:name "Wondrous Invention ", :level 2, :description "At levels 2, 5, 10, 15, and 20 you create a Wondrous item from the Artificer list."} {:level 5, :name "Superior Attunement ", :description "You may Attune your soul to 4 magical items instead of 3. At level 15 you may attune to 5."} {:name "Soul of Artificer", :level 20, :description "You gain the ability to attune to 6 magical items. You gain a +1 bonus to all saving throws for each attuned item."}]}}, :orcpub.dnd.e5/subclasses {:arcane-firearms {:class :artificer, :traits [{:name "Ammo", :description "You must make your own ammunition. It takes 1 hour and 5 GP for every 10 Bullets."} {:name "Misfire", :description "On a nat 1 with a firearm the weapon misfires. Roll a D6. 2-6 the gun jams and you must spend an extra action to un-jam the gun. on a 1 you must make dexterity saving throw or take the full damage of the weapon."}], :level-modifiers [], :name "Arcane Firearms", :option-pack "Unearthed Arcana", :key :arcane-firearms}, :clockwork-maker {:class :artificer, :traits [{:name "Mending Cantrip", :description "you gain the mending cantrip. You can heal your construct as much as your spell modifier. every 1st spell slot and higher increases healing by a D8."} {:name "Construct death", :description "If your construct dies it may be revived with a Revivify spell. If you can access the body during a short rest you can repair the construct to 1 point of health. If the body is unrecoverable you can spend a week and 1,000 GP to build a new construct."}], :level-modifiers [], :name "Clockwork Maker", :option-pack "Unearthed Arcana", :key :clockwork-maker}, :oath-of-silence {:class :paladin, :traits [{:level 3, :name "Mute Opposition", :description "AS A BONUS ACTION. You allow divine power to wordlessly flow through you. For the next MINUTE, you can ignore the verbal components of any of your paladin spells that you cast why brandishing your emblems."} {:level 3, :name "Righteous Interruption", :description "You can expand your Channel Divinity AS A BONUS ACTION whenever you damage a creature that is concentrating on a spell. IF you do, The DC of that creature's Constitution saving throw to maintain concentration equals 13 OR THE AMOUNT OF DAMAGE DEALT by you, whichever is higher."} {:name "Cursebreaker", :level 6, :description "When you use your Lay on Hands feature, You may use 10 of your hit points from your pool of healing to cause one curse affecting the touched creature to end. YOU CAN REMOVE MULTIPLE CURSES IN ONE LAY ON HANDS by expanding hit points separately for each one."} {:level 15, :name "Stunning Smite", :description "When you use your Divine Smite, you may also unleash a burst of divine energy. If you do, the target must make a constitution saving throw, DC is the same as your Paladin spell DC. ONCE THIS ABILITY IS USED IT CANNOT BE USED AGAIN UNTIL YOU TAKE A REST."} {:name "Paragon of Silence", :level 20, :description "AS AN ACTION, You may unleash your inner divinity. A aura of divine energy surrounds you and for 1 minute, you gain the following benefits;\n\nYou have resistance magic damage.\n\nEnemies within 10ft of you cant move by magical means.\n\nOn a critical hit a creature must make a Intelligence saving throw. On a fail the creature falls into a catatonic state, All they can do are physical attacks, and walk. Their Intelligence and Charisma scores drop to 1. At the end of every 24 hours the creature can make another saving throw. It can also be ended by Greater Restoration, Heal, or Wish.\n\nONCE THIS IS USED IT CANT BE USED UNTIL AFTER A REST."}], :level-modifiers [], :name "Oath of Silence", :option-pack "Unearthed Arcana", :paladin-spells {1 {0 :detect-magic, 1 :shield}, 2 {0 :see-invisibility, 1 :silence}, 3 {0 :counterspell, 1 :dispel-magic}, 4 {0 :freedom-of-movement, 1 :locate-creature}, 5 {0 :circle-of-power, 1 :hallow}}, :key :oath-of-silence}}, :orcpub.dnd.e5/monsters {:palladia-mors-the-ruiner {:description "Palladia-Mors is a massive elder dragon, renowned for her intimidating size and her ability to kill.", :damage-resistances "psychic", :legendary-actions {:description "Legendary Resistance (2/Day): If the dragon fails a saving throw, it can choose to succeed instead."}, :key :palladia-mors-the-ruiner, :damage-vulnerabilities "psychic", :int 15, :speed "40ft walking, 50ft flying", :name "Palladia-Mors, The Ruiner", :damage-immunities "fire", :alignment "chaotic evil", :cha 13, :hit-points {:die-count 34, :die 100, :modifier 10}, :type :dragon, :size :gargantuan, :option-pack "Unearthed Arcana", :armor-class 17, :skills {:athletics 15, :intimidation 15, :perception 14, :survival 15}, :str 25, :saving-throws {:str 15, :con 16}, :challenge 30, :con 26, :dex 23, :condition-immunities "restrained, frightened", :wis 12, :languages "draconic, primordial", :props {:language {:draconic true, :primordial true}, :damage-resistance {:bludgeoning true, :slashing true, :piercing true, :fire true}, :damage-immunity {:fire true}, :damage-vulnerability {:psychic true}, :condition-immunity {:restrained true, :frightened true, :charmed false}}, :traits [{:name "Fire and Lightning Breath Attack (Recharge 3 turns)", :type :action, :description "Palladia-Mors exhales fire and lightening in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 51 fire damage and 51 lightening damage on a failed save, or half as much damage on a successful one. Upon reaching half health she can do a breath attack Immediately."} {:type :action, :description "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 piercing damage plus 14 fire damage and 14 lightening damage.", :name "Bite"} {:description "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 slashing damage.", :name "Claw", :type :action} {:description "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.", :name "Multiattack"} {:name "Aura of Lightening", :description "Creatures that get within 20ft of Palladia-Mors take 20 Lightening damage, and 15 Lightening damage if they end their turn within 25ft of her."} {:name "Frightful Presence", :type :action, :description "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."}]}}, :orcpub.dnd.e5/races {:gith {:size :medium, :speed 30, :languages #{"Common" "Gith"}, :traits [], :option-pack "Unearthed Arcana", :name "Gith", :abilities {:orcpub.dnd.e5.character/int 1}, :key :gith}}, :orcpub.dnd.e5/subraces {:githzerai {:race :gith, :traits [], :speed 30, :abilities {:orcpub.dnd.e5.character/wis 2}, :name "Githzerai", :option-pack "Unearthed Arcana", :spells [{:value {:key :mage-hand, :ability :orcpub.dnd.e5.character/wis}} {:level 3, :value {:ability :orcpub.dnd.e5.character/wis, :level 1, :key :shield}} {:level 5, :value {:level 2, :ability :orcpub.dnd.e5.character/wis, :key :detect-thoughts}}], :key :githzerai}}}, "Volos Guide to Monsters (arandomstringofnum#2919)" {:orcpub.dnd.e5/races {:yuan-ti-pureblood {:key :yuan-ti-pureblood, :speed 30, :name "Yuan-Ti Pureblood", :darkvision 60, :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Abyssal" "Draconic"}, :props {:damage-immunity {:poison true}}, :traits [{:name "Innate Spellcasting", :description "You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells."} {:name "Magic Resistance", :description "You have an advantage on saving throws against spells and other magical effects."}]}, :tortle {:key :tortle, :speed 30, :name "Tortle", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Aquan"}, :props {:tortle-ac true, :skill-prof {:survival true}}, :traits [{:name "Claws", :description "Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike"} {:name "Hold Breath", :description "You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air"} {:name "Shell Defense", :description "You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell"}]}, :bugbear {:key :bugbear, :speed 30, :name "Bugbear", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :traits [{:name "Long-Limbed", :description "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal."} {:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift"} {:name "Surprise Attack", :description " If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat."}]}, :orc {:key :orc, :speed 30, :name "Orc", :darkvision 60, :abilities {:orcpub.dnd.e5.character/int -2, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Orc"}, :props {:skill-prof {:intimidation true}}, :traits [{:name "Aggressive", :description "As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started."} {:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."}]}, :tabaxi {:key :tabaxi, :speed 30, :name "Tabaxi", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common"}, :props {:skill-prof {:perception true, :stealth true}}, :traits [{:name "Languages", :description "Common and a language of the players choice"} {:name "Feline Agility", :description "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns"} {:name "Cat's Claws", :description "Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike"}]}, :kenku {:size :medium, :speed 30, :languages #{"Common"}, :traits [{:name "Expert Forgery", :description "You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects."} {:name "Kenku Training", :description "You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand."} {:name "Mimicry", :description "You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check."}], :option-pack "Volo's Guide to Monsters", :name "Kenku", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :key :kenku}, :kobold {:key :kobold, :speed 30, :name "Kobold", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str -2}, :size :small, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Draconic"}, :traits [{:name "Grovel, Cower, and Beg", :description "As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest."} {:name "Pack Tactics", :description "You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated"} {:name "Sunlight Sensitivity", :description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight"}]}, :hobgoblin {:key :hobgoblin, :speed 30, :name "Hobgoblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :props {:armor-prof {:light true}}, :traits [{:name "Martial Training", :description "You are proficient with two martial weapons of your choice and with light armor"} {:name "Saving Face", :description "Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest."}]}, :triton {:key :triton, :speed 30, :name "Triton", :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Primordial"}, :props {:swimming-speed 30, :damage-resistance {:cold true}}, :traits [{:name "Amphibious", :description "You can breathe air and water"} {:name "Control Air and Water", :description "A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells"} {:name "Emissary of the Sea", :description "Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return."} {:name "Guardians of the Depths", :description "Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment"}]}, :firbolg {:size :medium, :speed 30, :languages #{"Common" "Elvish" "Giant"}, :traits [{:name "Firbolg Magic", :description "Once per short or long rest you can cast both the Detect Magic and Disguise Self spells using Wisdom as your spellcasting ability. This version of Disguise Self lets you appear up to 3 feet shorter, thus allowing you to blend in with humans and elves."} {:name "Hidden Step", :description "Once per short or long rest, you can magically turn Invisible until the start of your next turn as a bonus action. The ability ends early if you attack, deal any damage, or force anyone to make a saving throw."} {:name "Powerful Build", :description "When determining your carry, push, drag, or lift capacity, you count as one size larger."} {:name "Speech of Beast and Leaf", :description "You can communicate with beasts and plants. You also have advantage on Charisma checks to influence them. These creatures can understand the meaning of your words, even though you cannot understand them in return."}], :option-pack "Volo's Guide to Monsters", :name "Firbolg", :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 2}, :key :firbolg}, :goblin {:key :goblin, :speed 30, :name "Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :traits [{:name "Fury of the Small", :description "When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you finish this trait, you can't use it again until you finish a short or long rest."} {:name "Nimble Escape", :description "You can take the Disengage or Hide action as a bonus action on each of your turns"}]}, :lizardfolk {:key :lizardfolk, :speed 30, :name "Lizardfolk", :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Draconic"}, :props {:swimming-speed 30, :lizardfolk-ac true}, :traits [{:name "Bite Attack", :description "Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."} {:name "Hold Breath", :description "You can hold your breath for 15 minutes."} {:name "Hunter's Lore", :description "You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival."} {:name "Hungry Jaws", :description "In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest."}]}, :aasimar {:key :aasimar, :speed 30, :name "Aasimar", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Celestial"}, :traits [{:name "Light Bearer", :description "You know the light cantrip. Use charisma if someone tries to dispel it."} {:name "Healing Hands", :description "As an action, you can touch a creature and heal a number of hit points equal to your level, once per long rest."}]}}, :orcpub.dnd.e5/subraces {:protector-aasmiar {:race :aasimar, :traits [{:name "Radiant Soul", :description "Starting at 3rd level, you can unleash the divine energy as an action. When you do so, your eyes glimmer and two luminous, ghost-like wings emerge from your back and you gain a flying speed of 30 feet. The transformation lasts for 1 min, and once on each of your turns you can deal extra radiant damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Radiant Soul with a bonus action, and cannot use it again until you take a long rest."}], :option-pack "Volo's Guide to Monsters", :name "Protector Aasmiar", :abilities {:orcpub.dnd.e5.character/wis 1}, :props {:damage-resistance {:necrotic true, :radiant true}}, :key :protector-aasmiar}, :scourge-aasimar {:race :aasimar, :traits [{:name "Radiant Consumption", :description "Starting at 3rd level, you can unleash your divine energy as an action. When you do so, searing light pours out your eyes and mouth for 1 min. During this time, you shed bright light for 10 feet, dim light for another 10 feet. At the end of each your turns, you and all creatures within 10 feet take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to a single creature equal to your level. You can cancel Radiant Consumption as a bonus action and must finish a long rest before you can use this ability again."}], :option-pack "Volo's Guide to Monsters", :name "Scourge Aasimar", :abilities {:orcpub.dnd.e5.character/con 1}, :props {:damage-resistance {:radiant true, :necrotic true}}, :key :scourge-aasimar}, :fallen-aasimar {:race :aasimar, :traits [{:name "Necrotic Shroud", :description "Starting at 3rd level, you can unleash your divine energy as an action, causing your eyes to turn into pools of darkness and two skeletal, ghost-like, flightless wings sprout from your back. The instant you transform, all other creatures within 10 feet that can see you become frightened until the end of your next turn if they fail a Charisma saving throw (DC 8 + your prof bonus + Charisma modifier). The transformation lasts for 1 min, and once on each of your turns you can deal extra necrotic damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Necrotic Shroud with a bonus action, and cannot use it again until you take a long rest."}], :option-pack "Volo's Guide to Monsters", :name "Fallen Aasimar", :abilities {:orcpub.dnd.e5.character/str 1}, :props {:damage-resistance {:necrotic true, :radiant true}}, :key :fallen-aasimar}, :duergar-dwarves {:race :dwarf, :traits [{:name "Duergar Resilience", :description "Advantage on saves vs illusion"} {:name "Languages", :description "Common, Dwarvish, and Undercommon."} {:name "Duergar Magic", :description "At 3rd level, you can cast the Enlarge on yourself once per long rest. At 5th level, you can cast Invisibility once per long rest. You need no material components and you can't cast either of them in direct sunlight, though sunlight has no effect once they're cast."} {:name "Sunlight Sensitivity", :description "Disadvantage on attack rolls and Perception (sight) checks when you or your target is in direct sunlight."}], :option-pack "Volo's Guide to Monsters", :name "Duergar Dwarves", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 120, :props {:saving-throw-advantage {:charmed true, :paralyzed true}}, :key :duergar-dwarves}}, :orcpub.dnd.e5/languages {:aquan {:name "Aquan", :option-pack "Volo's Guide to Monsters", :key :aquan}}}, "Player's Hnadbook" {:orcpub.dnd.e5/races {:angel {:key :angel, :speed 30, :name "Angel", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/wis 1, :orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Player's Hnadbook", :languages #{"Common" "Celestial"}, :props {:flying-speed 40, :damage-resistance {:radiant true}}, :traits [{:description "You have advantage on saving throws against being charmed or frightened.", :name "Perfect Mind"} {:description "Your body and soul are one and the same. When you die, you return to the Outer Plane of your deity, leaving no body behind. You can still be subject to the raise dead, Resurrection or wish spells, representing the caster appealing to your deity for your return.", :name "Immortal"} {:name "Healing touch", :description "As an action you can touch a creature. The target magically regains 1d8 hit points, and is freed from any poison, blindness, or deafness. You must finish a long rest before you can use this again."}]}}}, "Players Hand Book (arandomstringofnum#2919)" {:orcpub.dnd.e5/subclasses {:the-archfey {:key :the-archfey, :level-modifiers [], :name "The Archfey", :option-pack "Player Handbook", :class :warlock, :warlock-spells {1 {0 :faerie-fire, 1 :sleep}, 2 {0 :calm-emotions, 1 :phantasmal-force}, 3 {0 :blink, 1 :plant-growth}, 4 {0 :dominate-beast, 1 :greater-invisibility}, 5 {0 :dominate-person, 1 :seeming}}, :traits [{:description "Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn.Once you use this feature, you can't use it again until you finish a short or long rest.", :name "Fey Presence"} {:description "Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.", :name "Misty Escape", :level 6} {:description "Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.", :name "Beguiling Defenses", :level 10} {:description "Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.", :name "Dark Delirium", :level 14}]}, :nature-domain {:key :nature-domain, :level-modifiers [{:value :heavy, :type :armor-prof}], :name "Nature Domain", :option-pack "Players Hand Book (arandomstringofnum#2919)", :cleric-spells {1 {0 :speak-with-animals, 1 :animal-friendship}, 2 {0 :barkskin, 1 :spike-growth}, 3 {0 :plant-growth, 1 :wind-wall}, 4 {0 :dominate-beast, 1 :grasping-vine}, 5 {0 :insect-plague, 1 :tree-stride}}, :class :cleric, :traits [{:description "At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.", :name "Acolyte of Nature"} {:description "Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.", :name "Channel Divinity: Charm Animals and Plants", :level 2} {:description "Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.", :name "Dampen Elements", :level 6} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.", :name "Divine Strike", :level 8} {:description "At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.", :name "Master of Nature", :level 17}], :profs {:skill-options {:options {:animal-handling true, :nature true, :survival true}}}}, :oath-of-the-ancients {:key :oath-of-the-ancients, :level-modifiers [{:value {:key :ensnaring-strike, :ability :cha, :level 1}, :type :spell, :level 3} {:value {:key :speak-with-animals, :ability :cha, :level 1}, :type :spell, :level 3} {:value {:key :moonbeam, :ability :cha, :level 2}, :type :spell, :level 5} {:value {:key :misty-step, :ability :cha, :level 2}, :type :spell, :level 5} {:value {:key :plant-growth, :ability :cha, :level 3}, :type :spell, :level 9} {:value {:key :protection-from-energy, :ability :cha, :level 3}, :type :spell, :level 9} {:value {:key :ice-storm, :ability :cha, :level 4}, :type :spell, :level 13} {:value {:key :stoneskin, :ability :cha, :level 4}, :type :spell, :level 13} {:value {:key :commune-with-nature, :ability :cha, :level 5}, :type :spell, :level 17} {:value {:key :tree-stride, :ability :cha, :level 5}, :type :spell, :level 17}], :name "Oath of the Ancients", :option-pack "Player Handbook", :class :paladin, :traits [{:description "You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.", :name "Channel Divinity: Nature’s Wrath", :level 3} {:description "You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you.\nIt also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.", :name "Channel Divinity: Turn the Faithless", :level 3} {:description "Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.\n\nAt 18th level, the range of this aura increases to 30 feet.", :name "Aura of Warding", :level 7} {:description "Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.\nAdditionally, you suffer none of the drawbacks of old age, and you can't be aged magically.", :name "Undying Sentinel", :level 15} {:description "At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.\nUsing your action, you undergo a transformation. For 1 minute, you gain the following benefits:\n-At the start of each of your turns, you regain 10 hit points.\n-Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.\n-Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.\nOnce you use this feature, you can't use it again until you finish a long rest.", :name "Elder Champion", :level 20}]}, :arcane-trickster {:key :arcane-trickster, :level-modifiers [], :name "Arcane Trickster", :option-pack "Player Handbook", :class :rogue, :spellcasting {:level-factor 3}, :traits [{:description "Arcane Tricksters gain the ability to cast Wizard spells to enhance their abilities, trick their foes, and defend themselves more effectively.\nCantrips: You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.\nSpells Known: You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The third can be from any school of magic.\nThereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.\nThe spells you learn at 8th, 14th, and 20th level can come from any school of magic.\nWhenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).\nSpellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency bonus + your Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier.\nSpell Slots: You start with two 1st level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.\n\nLevel\tCantrips\tKnown\t1st\t2nd\t3rd\t4th\n3rd\t3\t\t3\t2\t-\t-\t-\n4th\t3\t\t4\t3\t-\t-\t-\n7th\t3\t\t5\t4\t2\t-\t-\n8th\t3\t\t6\t4\t2\t\t\n10th\t4\t\t7\t4\t3\t-\t-\n11th\t4\t\t8\t4\t3\t\t\n13th\t4\t\t9\t4\t3\t2\t-\n14th\t4\t\t10\t4\t3\t2\t\n16th\t4\t\t11\t4\t3\t3\t-\n19th\t4\t\t12\t4\t3\t3\t1\n20th\t4\t\t13\t4\t3\t3\t1", :name "Spellcasting", :level 3} {:description "Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:\n-You can stow one object the hand is holding in a container worn or carried by another creature.\n-You can retrieve an object in a container worn or carried by another creature.\n-You can use thieves’ tools to pick locks and disarm traps at range.\nYou can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.", :name "Mage Hand Legerdemain", :level 3} {:description "Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.", :name "Magical Ambush", :level 9} {:description "At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you Advantage on attack rolls against that creature until the end of the turn, and therefore allowing you to Sneak Attack the creature when nobody else is within 5 feet.", :name "Versatile Trickster", :level 13} {:description "At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.\n-Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your Reaction to force the creature to make a saving throw with its spellcasting ability modifier.\n-The DC equals your spell save DC and on a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell).\n-For the next 8 hours, you know the spell, can cast it using your spell slots, and the creature can’t cast that spell until the 8 hours have passed.\n-Once you use this feature, you can’t use it again until you finish a long rest.", :name "Spell Thief", :level 17}]}, :way-of-the-four-elements {:key :way-of-the-four-elements, :level-modifiers [], :name "Way of the Four Elements", :option-pack "Player Handbook", :class :monk, :traits [{:description "When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.\nYou know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.\nWhenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.\nSome elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.\nOnce you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1)\nThe maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.\n\nLevels\t\tMax Ki\n5th-8th\t\t3\n9th-12th\t4\n13th-16th\t5\n17th-20th\t6\n\nBreath of Winter (17th Level Required): You can spend 6 ki points to cast cone of cold.\n\nClench of the North Wind (6th Level Required): You can spend 3 ki points to cast hold person.\n\nElemental Attunement: You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:\n-Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.\n-Instantaneously light or snuff out a candle, a torch, or a small campfire.\n-Chill or warm up to 1 pound of nonliving material for up to 1 hour.\n-Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.\n\nEternal Mountain Defense (11th Level Required): You can spend 5 ki points to cast stoneskin, targeting yourself.\n\nFangs of the Fire Snake: When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.\n\nFist of Four Thunders: You can spend 2 ki points to cast thunderwave.\n\nFist of Unbroken Air: You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.\n\nFlames of the Phoenix (11th Level Required): You can spend 4 ki points to cast fireball.\n\nGong of the Summit (6th Level Required): You can spend 3 ki points to cast shatter.\n\nMist Stance (11th Level Required): You can spend 4 ki points to cast gaseous form, targeting yourself.\n\nRide the Wind (11th Level Required): You can spend 4 ki points to cast fly, targeting yourself.\n\nRiver of Hungry Flame (17th Level Required): You can spend 5 ki points to cast wall of fire.\n\nRush of the Gale Spirits: You can spend 2 ki points to cast gust of wind.\n\nShape the Flowing River: As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.\n\nSweeping Cinder Strike: You can spend 2 ki points to cast burning hands.\n\nWater Whip: You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.\n\nWave of Rolling Earth (17th Level Required): You can spend 6 ki points to cast wall of stone. ", :name "Disciple of the Elements", :level 3}]}, :school-of-divination {:key :school-of-divination, :level-modifiers [], :name "School of Divination", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.", :name "Divination Savant", :level 2} {:description "Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.", :name "Portent", :level 2} {:description "Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.", :name "Expert Divination ", :level 6} {:description "Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.\nDarkvision: You gain darkvision out to a range of 60 feet, as described in chapter 8.\nEthereal Sight: You can see into the Ethereal Plane within 60 feet of you.\nGreater Comprehension: You can read any language.\nSee Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.", :name "The Third Eye", :level 10} {:description "Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of What is to come. You roll three d20 for your Portent feature, rather than two.", :name "Greater Portent", :level 14}]}, :school-of-enchantment {:key :school-of-enchantment, :level-modifiers [], :name "School of Enchantment", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.", :name "Enchantment Savant", :level 2} {:description "Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.", :name "Hypnotic Gaze", :level 2} {:description "Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.", :name "Instinctive Charm", :level 6} {:description "Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature", :name "Split Enchantment", :level 10} {:description "At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.\nAdditionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your Wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.", :name "Alter Memories", :level 14}]}, :wild-magic {:key :wild-magic, :level-modifiers [], :name "Wild Magic", :option-pack "Player Handbook", :class :sorcerer, :traits [{:description "Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.", :name "Wild Magic Surge"} {:description "Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Anytime before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.", :name "Tides of Chaos"} {:description "Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.", :name "Bend Luck", :level 6} {:description "At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.", :name "Controlled Chaos", :level 14} {:description "Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.", :name "Spell Bombardment", :level 18}]}, :battle-master- {:key :battle-master-, :level-modifiers [], :name "Battle Master ", :option-pack "Player Handbook", :class :fighter, :traits [{:description "Your study of the art of war not only in battle but out of it grants you a proficiency in an artisan tool of your choice.", :name "War Student", :level 3} {:description "Beginning at 3rd level, when you take the Battle Master archetype, you learn three special maneuvers from the list below. You may only use one maneuver every time you take the attack action. You learn two additional maneuvers of your choice at 7th, 10th. and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. \nSuperiority Dice: You start with 4 superiority dice. They are d8 and you use one whenever you use a maneuver. You regain them all when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. \nSaving Throws: If a maneuver requires a saving throw, the DC is 8+ your proficiency bonus + your Strength or Dexterity modifier (your choice). \n\nManeuver Choices\n\nCommanding Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. This effectively gives your ally a chance to attack on your turn, which allow for use of any turn-based benefits including Sneak Attack. \n\nDisarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. \n\nDistracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. \n\nEvasive Footwork: When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving. \n\nFeinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll. \n\nGoading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn. \n\nLunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. \n\nManeuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. \n\nMenacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. \n\nParry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. \n\nPrecision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. \n\nPushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. \n\nRally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. \n\nRiposte: When a character misses you with a melee attack, you can use your reaction and expend one more superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll. \n\nSweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. T he damage is of the same type dealt by the original attack. \n\nTrip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large of smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. You can expend a superior die, adding the total to the damage, and force the enemy to make a Strength save, or be knocked ", :name "Maneuvers", :level 3} {:description "When you reach 7th level, you can spend 1 minute watching your enemy in or out of combat. Doing so gives you information about their abilities. The DM can then tell you if the following enemy abilities are your equal to, stronger, or weaker than your own:\n-Strength ability score\n-Dexterity ability score\n-Constitution ability score\n-AC\n-Current HP\n-Total levels (if any)\n-Fighter levels (if any)", :name "Study Your Enemy ", :level 7} {:description "When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.", :name "Improved Superior Combat ", :level 10} {:description "Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.", :name "Relentless ", :level 15}]}, :knowledge-domain {:key :knowledge-domain, :level-modifiers [], :name "Knowledge Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :command, 1 :identify}, 2 {0 :augury, 1 :suggestion}, 3 {0 :nondetection, 1 :speak-with-dead}, 4 {0 :arcane-eye, 1 :confusion}, 5 {0 :legend-lore, 1 :scrying}}, :class :cleric, :traits [{:description "At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.", :name "Blessing of Knowledge"} {:description "Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.", :name "Channel Divinity: Knowledge of the Ages", :level 2} {:description "At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.", :name "Channel Divinity: Read Thoughts", :level 2} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :name "Potent Spellcasting", :level 8} {:description "Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.\n\n-Object Reading: Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. Area\n\n-Reading: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.", :name "Visions of the Past", :level 17}]}, :the-seeker {:key :the-seeker, :level-modifiers [{:value :fire, :type :damage-resistance, :level 10} {:value :cold, :type :damage-resistance, :level 10}], :name "The Seeker", :option-pack "Player Handbook", :class :warlock, :warlock-spells {1 {0 :feather-fall, 1 :jump}, 2 {0 :levitate, 1 :locate-object}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :arcane-eye, 1 :locate-creature}, 5 {0 :legend-lore, 1 :passwall}}, :traits [{:description "Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.", :name "Shielding Aurora"} {:description "At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1- hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.", :name "Pact Boon: Pact of the Star Chain", :level 3} {:description "At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.", :name "Astral Refuge", :level 6} {:description "At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.", :name "Far Wanderer", :level 10} {:description "Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.", :name "Astral Sequestration", :level 14}]}, :school-of-illusion {:key :school-of-illusion, :level-modifiers [], :name "School of Illusion", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.", :name "Illusion Savant", :level 2} {:description "When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.", :name "Improved Minor Illusion", :level 2} {:description "Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.", :name "Malleable Illusions", :level 6} {:description "Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.", :name "Illusory Self", :level 10} {:description "By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can Choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.", :name "Illusory Reality", :level 14}]}, :eldritch-knight {:key :eldritch-knight, :level-modifiers [], :name "Eldritch Knight", :option-pack "Player Handbook", :class :fighter, :spellcasting {:level-factor 3}, :traits [{:description "You can augment your combat abilities with spell casting.\n-Cantrips: You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip.\n-Known Spells: You start with three 1st level wizard spells, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.\n--Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.\n--The spells you learn at 8th, 14th, and 20th level can come from any school of magic.\n--Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).\n-Spellcasting Ability: Intelligence is what you use for spellcasting. Your spell DC is equal to 8 + proficiency bonus + Intelligence bonus. Your spell attack use proficiency + your Intelligence bonus.\n-Spell Slots: You start with two 1st level spell slots at Fighter level 3, and gain more as you gain more levels.\n\nLevel\tCantrips\tSpells\nKnown\n\nLevel\tCantrips\tSpells\t1st\t2nd\t3rd\t4th\n3rd\t2\t\t3\t2\t-\t-\t-\n4th\t2\t\t4\t3\t-\t-\t-\n7th\t2\t\t5\t4\t2\t-\t-\n8th\t2\t\t6\t4\t2\t\t\n10th\t3\t\t7\t4\t3\t-\t-\n11th\t3\t\t8\t4\t3\t\t\n13th\t3\t\t9\t4\t3\t2\t-\n14th\t3\t\t10\t4\t3\t2\t\n16th\t3\t\t11\t4\t3\t3\t-\n19th\t3\t\t12\t4\t3\t3\t1\n20th\t3\t\t13\t4\t3\t3\t1", :name "Spellcasting", :level 3} {:description "Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.", :name "Weapon Bond", :level 3} {:description "At level 7, you can use your action to cast a cantrip and make one weapon attack as a bonus action.", :name "War Magic", :level 7} {:description "At level 10, any creature you hit with a weapon attack has disadvantage on it's next save it makes against a spell you cast before the end of your next turn.", :name "Eldritch Strike", :level 10} {:description "At level 15, you can teleport up to 30 feet to a space you can see when using your Action Surge. The teleport can take place before or after the Action Surge.", :name "Arcane Charge", :level 15} {:description "At level 18, you can make one weapon attack as a bonus action whenever you use your action to cast a spell.", :name "Improved War Magic", :level 18}]}, :trickery-domain {:key :trickery-domain, :level-modifiers [], :name "Trickery Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :charm-person, 1 :disguise-self}, 2 {0 :mirror-image, 1 :pass-without-trace}, 3 {0 :blink, 1 :dispel-magic}, 4 {0 :dimension-door, 1 :polymorph}, 5 {0 :dominate-person, 1 :modify-memory}}, :class :cleric, :traits [{:description "Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.", :name "Blessing of the Trickster"} {:description "Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.\nFor the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.", :name "Channel Divinity: Invoke Duplicity", :level 2} {:description "Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.", :name "Channel Divinity: Cloak of Shadows", :level 2} {:description "At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :name "Divine Strike", :level 8} {:description "At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.", :name "Improved Duplicity", :level 17}]}, :the-great-old-one {:key :the-great-old-one, :level-modifiers [], :name "The Great Old One", :option-pack "Player Handbook", :class :warlock, :warlock-spells {1 {0 :dissonant-whispers, 1 :tashas-hideous-laughter}, 2 {0 :detect-thoughts, 1 :phantasmal-force}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :dominate-beast, 1 :evards-black-tentacles}, 5 {0 :dominate-person, 1 :telekinesis}}, :traits [{:description "Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate (one-way) telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.", :name "Awakened Mind"} {:description "At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.", :name "Entropic Ward", :level 6} {:description "Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.", :name "Thought Shield", :level 10} {:description "At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is charmed by you until a remove curse spell is cast on it, the charm condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.", :name "Create Thrall", :level 14}]}, :assassin {:key :assassin, :level-modifiers [], :name "Assassin", :option-pack "Player Handbook", :class :rogue, :traits [{:description "You gain proficiency with the disguise kit and the poisoner’s kit.", :name "Bonus Proficiencies", :level 3} {:description "Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have Advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.", :name "Assassinate", :level 3} {:description "Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.", :name "Infiltration Expertise", :level 9} {:description "At the 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (deception) check you make to avoid detection.", :name "Impostor", :level 13} {:description "Starting at the 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) On a failed save, double the damage of your attack against the creature.", :name "Death strike", :level 17}]}, :path-of-the-totem-warrior {:key :path-of-the-totem-warrior, :level-modifiers [{:value {:key :speak-with-animals, :level 1}, :type :spell, :level 3} {:value {:key :beast-sense, :level 2}, :type :spell, :level 3} {:value {:key :commune-with-nature, :level 5}, :type :spell, :level 10}], :name "Path Of The Totem Warrior", :option-pack "Player Handbook", :class :barbarian, :traits [{:description "At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.\n\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.\n\n-Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.\n-Eagle: While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.\n-Wolf: While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.\n-Elk: The speed of the elk makes you extraordinarily swift. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.\n-Tiger: The spirit of the tiger empowers your leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.", :name "Totem Spirit", :level 3} {:description "At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.", :name "Spirit Seeker", :level 3} {:description "At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.\n\n-Bear: You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.\n-Eagle: You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\n-Wolf: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).\n-Elk: The elk spirit helps you roam far and fast. Whether mounted or on foot, your travel pace is doubled, as is the pace of up to ten companions while they're within 60 feet of you and your aren't incapacitated.\n-Tiger: The cat spirit hones your survival instincts. You gain proficiency in two of the following skills: Athletics, Acrobatics, Stealth, Survival.", :name "Aspect of the Beast", :level 6} {:description "At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.", :name "Spirit Walker", :level 10} {:description "At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.\n\n-Bear: While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.\n-Eagle: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\n-Wolf: While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\n-Elk: While raging, you can use a bonus action during your move to pass through the space of a Large of smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.\n-Tiger: While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.", :name "Totemic Attunement", :level 14}]}, :oath-of-vengeance {:key :oath-of-vengeance, :level-modifiers [{:value {:key :bane, :ability :cha, :level 1}, :type :spell, :level 3} {:value {:key :hunters-mark, :ability :cha, :level 1}, :type :spell, :level 3} {:value {:key :hold-person, :ability :cha, :level 2}, :type :spell, :level 5} {:value {:key :misty-step, :ability :cha, :level 2}, :type :spell, :level 5} {:value {:key :haste, :ability :cha, :level 3}, :type :spell, :level 9} {:value {:key :protection-from-energy, :ability :cha, :level 3}, :type :spell, :level 9} {:value {:key :banishment, :ability :cha, :level 4}, :type :spell, :level 13} {:value {:key :dimension-door, :ability :cha, :level 4}, :type :spell, :level 13} {:value {:key :hold-monster, :ability :cha, :level 5}, :type :spell, :level 17} {:value {:key :scrying, :ability :cha, :level 5}, :type :spell, :level 17}], :name "Oath of Vengeance", :option-pack "Player Handbook", :class :paladin, :traits [{:description "As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.", :name "Channel Divinity: Abjure Enemy", :level 3} {:description "As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.", :name "Channel Divinity: Vow of Enmity", :level 3}]}, :school-of-transmutation {:key :school-of-transmutation, :level-modifiers [], :name "School of Transmutation", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.", :name "Transmutation Savant", :level 2} {:description "Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.", :name "Minor Alchemy", :level 2} {:description "Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:\n-Darkvision out to a range of 60 feet, as described in chapter 8\n-An increase to speed of 10 feet while the creature is unencumbered\n-Proficiency in Constitution saving throws\n-Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)\nEach time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.", :name "Transmuter’s Stone", :level 6} {:description "At 10th level. you add the polymorph spell to your spellbook. if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.", :name "Shapechanger", :level 10} {:description "Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.\n\nMajor Transformation: You can transmute one nonmagical object—no larger than a 5—foot cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.\n\nPanacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.\n\nRestore Life: You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.\n\nRestore Youth: You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.", :name "Master Transmuter", :level 14}]}, :light-domain {:key :light-domain, :level-modifiers [], :name "Light Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :burning-hands, 1 :faerie-fire}, 2 {0 :flaming-sphere, 1 :scorching-ray}, 3 {0 :daylight, 1 :fireball}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :scrying}}, :class :cleric, :traits [{:description "When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. Otherwise choose another.", :name "Bonus Cantrip"} {:description "Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Warding Flare"} {:description "Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.", :name "Channel Divinity: Radiance of the Dawn", :level 2} {:description "Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.", :name "Improved Flare", :level 6} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :name "Potent Spellcasting", :level 8} {:description "Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.", :name "Corona of Light", :level 17}]}, :college-of-valor {:key :college-of-valor, :level-modifiers [{:value :medium, :type :armor-prof, :level 3} {:value :shields, :type :armor-prof, :level 3} {:value :martial, :type :weapon-prof, :level 3} {:value 2, :type :num-attacks, :level 6}], :name "College of Valor", :option-pack "Player Handbook", :class :bard, :traits [{:description "Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.", :name "Combat Inspiration", :level 6} {:description "At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to a cast a bard spell, you can make one weapon attack as a bonus action.", :name "Battle Magic", :level 14}]}, :circle-of-the-moon {:key :circle-of-the-moon, :level-modifiers [], :name "Circle of the Moon", :option-pack "Player Handbook", :class :druid, :traits [{:description "When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.\nAdditionally, while you are transformed by Wild Shape. You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.", :name "Combat Wild Shape", :level 2} {:description "The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there).\nStarting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.", :name "Circle Forms", :level 2} {:description "Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", :name "Primal Strike", :level 6} {:description "At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.", :name "Elemental wild Shape", :level 10} {:description "By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.", :name "Thousand Forms"}]}, :beast-master {:key :beast-master, :level-modifiers [], :name "Beast Master", :option-pack "Player Handbook", :class :ranger, :traits [{:description "You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower.\nAdd your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.\nThe beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.\nWhile traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.", :name "Ranger's Companion", :level 3} {:description "On any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.", :name "Exceptional Training", :level 7} {:description "When you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.", :name "Bestial Fury", :level 11} {:description "When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.", :name "Share Spells", :level 15}]}, :school-of-necromancy {:key :school-of-necromancy, :level-modifiers [], :name "School of Necromancy", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.", :name "Necromancy Savant", :level 2} {:description "At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.", :name "Grim Harvest", :level 2} {:description "At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:\n-The creature’s hit point maximum is increased by an amount equal to your wizard level.\n-The creature adds your proficiency bonus to its weapon damage rolls.", :name "Undead Thralls", :level 6} {:description "Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.", :name "Inured to Death", :level 10} {:description "Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence 0f 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.", :name "Command Undead", :level 14}]}, :school-of-conjuration {:key :school-of-conjuration, :level-modifiers [], :name "School of Conjuration", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.", :name "Conjuration Savant", :level 2} {:description "Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you.\n-This object can be no larger than 3 feet on a side and weigh no more than 10 pounds\n-Its form must be that of a nonmagical object that you have seen.\n-The object is visibly magical, radiating dim light out to 5 feet.\n-The object disappears after 1 hour, when you use this feature again, or if it takes any damage.", :name "Minor Conjuration", :level 2} {:description "Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.", :name "Benign Transposition", :level 6} {:description "Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.", :name "Focused Conjuration", :level 10} {:description "Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.", :name "Durable Summons", :level 14}]}, :way-of-the-shadow {:key :way-of-the-shadow, :level-modifiers [{:value {:key :minor-illusion, :ability :wis}, :type :spell, :level 3} {:value {:key :darkness, :ability :wis, :level 2}, :type :spell, :level 3} {:value {:key :darkvision, :ability :wis, :level 2}, :type :spell, :level 3} {:value {:key :pass-without-trace, :ability :wis, :level 2}, :type :spell, :level 3} {:value {:key :silence, :ability :wis, :level 2}, :type :spell, :level 3}], :name "Way of the Shadow", :option-pack "Player Handbook", :class :monk, :traits [{:description "Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.", :name "Shadow Arts", :level 3} {:description "You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.", :name "Shadow Step", :level 6} {:description "You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.", :name "Cloak of the Shadows", :level 11} {:description "You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.", :name "Opportunist", :level 17}]}, :war-domain {:key :war-domain, :level-modifiers [{:value :heavy, :type :armor-prof} {:value :martial, :type :weapon-prof} {:value :slashing, :type :damage-resistance, :level 17} {:value :bludgeoning, :type :damage-resistance, :level 17} {:value :piercing, :type :damage-resistance, :level 17}], :name "War Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :divine-favor, 1 :shield-of-faith}, 2 {0 :magic-weapon, 1 :spiritual-weapon}, 3 {0 :crusaders-mantle, 1 :spirit-guardians}, 4 {0 :freedom-of-movement, 1 :stoneskin}, 5 {0 :flame-strike, 1 :hold-monster}}, :class :cleric, :traits [{:description "From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "War Priest"} {:description "Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :name "Channel Divinity: Guided Strike", :level 2} {:description "At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :name "Channel Divinity: War God's Blessing", :level 6} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.", :name "Divine Strike", :level 8} {:description "At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.", :name "Avatar of Battle", :level 17}]}, :school-of-abjuration {:key :school-of-abjuration, :level-modifiers [], :name "School of Abjuration", :option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.", :name "Abjuration Savant ", :level 2} {:description "Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.\n\nWhile the ward has 0 hit points, it can’t absorb damage. but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest.", :name "Arcane Ward", :level 2} {:description "Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points. the warded creature takes any remaining damage", :name "Projected Ward", :level 6} {:description "Beginning at 10th level. when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.", :name "Improved Abjuration"} {:description "Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.", :name "Spell Resistance"}]}, :tempest-domain {:key :tempest-domain, :level-modifiers [{:value :heavy, :type :armor-prof} {:value :martial, :type :weapon-prof}], :name "Tempest Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :fog-cloud, 1 :thunderwave}, 2 {0 :gust-of-wind, 1 :shatter}, 3 {0 :call-lightning, 1 :sleet-storm}, 4 {0 :control-water, 1 :ice-storm}, 5 {0 :destructive-smite, 1 :insect-plague}}, :class :cleric, :traits [{:description "Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Wrath of the Storm"} {:description "Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.", :name "Channel Divinity: Destructive Wrath", :level 2} {:description "At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.", :name "Thunderbolt Strike", :level 6} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :name "Divine Strike", :level 8} {:description "At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.", :name "Stormborn", :level 17}]}}, :orcpub.dnd.e5/feats {:elemental-adept {:description "When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\nSpells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\nYou can select this feat multiple times. Each time you do so, you must choose a different damage type", :prereqs #{:spellcasting}, :key :elemental-adept, :name "Elemental Adept", :option-pack "Player Handbook", :ability-increases #{}}, :charger {:description "When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).", :prereqs #{}, :key :charger, :name "Charger", :option-pack "Player Handbook", :ability-increases #{}}, :sentinel {:description "When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.\nCreatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.\nWhen a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.", :prereqs #{}, :key :sentinel, :name "Sentinel", :option-pack "Player Handbook", :ability-increases #{}}, :mounted-combatant {:description "You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.\nYou can force an attack targeted at your mount to target you instead.\nIf your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", :prereqs #{}, :key :mounted-combatant, :name "Mounted Combatant", :option-pack "Player Handbook", :ability-increases #{}}, :linguist {:description "You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.", :prereqs #{}, :key :linguist, :name "Linguist", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/int}, :props {:language-choice 3}}, :martial-adept {:description "You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\nIf you already have superiority dice, you gain one more; otherwise, you have one superiority dice,which is a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.", :prereqs #{}, :key :martial-adept, :name "Martial Adept", :option-pack "Player Handbook", :ability-increases #{}}, :medium-armor-master {:prereqs #{:medium}, :key :medium-armor-master, :name "Medium Armor Master", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props {:medium-armor-max-dex-3 true, :medium-armor-stealth true}, :description "Wearing med. armor doesn't disadvantage your DEX(Stealth) checks.\nYou can also add 3, rather than 2, to AC if you DEX is 16+.\n\nSource: Player’s Handbook, page 168"}, :shield-master {:description "If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.\nIf you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.\nIf you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.", :prereqs #{}, :key :shield-master, :name "Shield Master", :option-pack "Player Handbook", :ability-increases #{}}, :tough {:prereqs #{}, :key :tough, :name "Tough", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props {:max-hp-bonus 2}, :description "HP max. increases by your current level times two, when you gain this feat. Each level thereafter, your HP max increases by an extra +2 hit points.\n(PHB p.170)"}, :resilient {:prereqs #{}, :key :resilient, :name "Resilient", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{:saves? :orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :description "Add +1 to any ability score (max. 20) and gain proficiency in saving throws w/ that ability.\n(PHB p.168)"}, :sharpshooter {:description "Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.\nYour ranged weapon attacks ignore half cover and three-quarters cover.\nBefore you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.", :prereqs #{}, :key :sharpshooter, :name "Sharpshooter", :option-pack "Player Handbook", :ability-increases #{}}, :magic-initiate {:description "Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.\nIn addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.\nYour spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", :prereqs #{}, :key :magic-initiate, :name "Magic Initiate", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props {:attack-spell false, :magic-novice true}}, :heavy-armor-master {:description "While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.", :prereqs #{:heavy :orcpub.dnd.e5.character/str}, :key :heavy-armor-master, :name "Heavy Armor Master", :option-pack "Player Handbook", :ability-increases #{}}, :heavily-armored {:prereqs #{:medium}, :key :heavily-armored, :name "Heavily Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{:orcpub.dnd.e5.character/str}, :props {:armor-prof {:heavy true}}, :description "You have trained to master the use of heavy armor, and by proxy increased your strength(+1)!\n(PHB p.167)"}, :alert {:description "You can’t be surprised while you are conscious.\nOther creatures don’t gain advantage on attack rolls against you as a result of being hidden from you", :prereqs #{}, :key :alert, :name "Alert", :option-pack "Player Handbook", :ability-increases #{}, :props {:initiative 5}}, :savage-attacker {:description "Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.", :prereqs #{}, :key :savage-attacker, :name "Savage Attacker", :option-pack "Player Handbook", :ability-increases #{}}, :ritual-caster {:description "When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\nIf you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.", :prereqs #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :key :ritual-caster, :name "Ritual Caster", :option-pack "Player Handbook", :ability-increases #{}}, :dungeon-delver {:description "You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.\nYou have advantage on saving throws made to avoid or resist traps.You can search for traps while traveling at a normal pace, instead of only at a slow pace.", :prereqs #{}, :key :dungeon-delver, :name "Dungeon Delver", :option-pack "Player Handbook", :ability-increases #{}, :props {:saving-throw-advantage-traps true, :damage-resistance {:traps true}}}, :moderately-armored {:prereqs #{:light}, :key :moderately-armored, :name "Moderately Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props {:armor-prof {:medium true, :shields true}}, :description "Increase STR or DEX by 1, to a maximum of 20.(max. 20) and gain proficiency with medium armor and shields.\n\n(PHB p.168)"}, :great-weapon-master- {:description "On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\nBefore you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.", :prereqs #{}, :key :great-weapon-master-, :name "Great Weapon Master ", :option-pack "Player Handbook", :ability-increases #{}}, :defensive-duelist {:description "When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.", :prereqs #{:orcpub.dnd.e5.character/dex}, :key :defensive-duelist, :name "Defensive Duelist", :option-pack "Player Handbook", :ability-increases #{}}, :inspiring-leader {:description "You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you.\n\nEach creature can gain temporary hit points equal to your level + your Charisma modifier.\nA creature can't gain temporary hit points from this feat again until it has finished a short or long rest.", :prereqs #{:orcpub.dnd.e5.character/cha}, :key :inspiring-leader, :name "Inspiring Leader", :option-pack "Player Handbook", :ability-increases #{}}, :weapon-master {:prereqs #{}, :key :weapon-master, :name "Weapon Master", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props {:weapon-prof-choice 4}, :description "Add +1 to STR or DEX (max. 20). Gain proficiency with any four simple or martial weapons.\n\n(PHB p.170)"}, :keen-mind {:description "You always know which way is north.\nYou always know the number of hours left before the next sunrise or sunset.\nYou can accurately recall anything you have seen or heard within the past month.", :prereqs #{:orcpub.dnd.e5.character/int}, :key :keen-mind, :name "Keen Mind", :option-pack "Player Handbook", :ability-increases #{}}, :skilled {:prereqs #{}, :key :skilled, :name "Skilled", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props {:skill-tool-choice 3}, :description "Gain proficiency in any three skills or tools.\n(PHB p.170)"}, :mage-slayer {:description "When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.\nWhen you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.\nYou have advantage on saving throws against spells cast by creatures within 5 feet of you.", :prereqs #{}, :key :mage-slayer, :name "Mage Slayer", :option-pack "Player Handbook", :ability-increases #{}}, :skulker {:description "You can try to hide when you are lightly obscured from the creature from which you are hiding.\nWhen you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.\nDim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.", :prereqs #{:orcpub.dnd.e5.character/dex}, :key :skulker, :name "Skulker", :option-pack "Player Handbook", :ability-increases #{}}, :lucky {:description "You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.\nYou can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.\nIf more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.", :prereqs #{}, :key :lucky, :name "Lucky", :option-pack "Player Handbook", :ability-increases #{}}, :observant {:description "If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.", :prereqs #{}, :key :observant, :name "Observant", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :props {:passive-investigation-5 true, :passive-perception-5 true}}, :tavern-brawler {:description "Your unarmed strikes use a d4 for damage.\nWhen you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.", :prereqs #{}, :key :tavern-brawler, :name "Tavern Brawler", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con}, :props {:improvised-weapons-prof true}}, :mobile {:description "When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.\nWhen you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.", :prereqs #{}, :key :mobile, :name "Mobile", :option-pack "Player Handbook", :ability-increases #{}, :props {:speed 10}}, :lightly-armored {:prereqs #{}, :key :lightly-armored, :name "Lightly Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props {:armor-prof {:light true}}, :description "You gain proficiency with light armor and can increase your STR or DEX by 1 (max 20).\n(PHB p.167)"}, :polearm-master {:description "When you take the Attack action and attack with only a glaive, halberd, pike, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.\nWhile you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.", :prereqs #{}, :key :polearm-master, :name "Polearm Master", :option-pack "Player Handbook", :ability-increases #{}}, :healer {:description "When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.\nAs an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.", :prereqs #{}, :key :healer, :name "Healer", :option-pack "Player Handbook", :ability-increases #{}}, :crossbow-expert {:description "You ignore the loading quality of crossbows with which you are proficient.\nBeing within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.\nWhen you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.", :prereqs #{}, :key :crossbow-expert, :name "Crossbow Expert", :option-pack "Player Handbook", :ability-increases #{}}, :spell-sniper {:description "When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.\nYour ranged spell attacks ignore half cover and three-quarters cover.\nYou learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", :prereqs #{:spellcasting}, :key :spell-sniper, :name "Spell Sniper", :option-pack "Player Handbook", :ability-increases #{}}, :athlete {:description "When you are prone, standing up uses only 5 feet of your movement.\nClimbing doesn’t cost you extra movement.\nYou can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.", :prereqs #{}, :key :athlete, :name "Athlete", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props {}}, :war-caster {:description "You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.\nYou can perform the somatic components of spells even when you have weapons or a shield in one or both hands.\nWhen a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.", :prereqs #{:spellcasting}, :key :war-caster, :name "War Caster", :option-pack "Player Handbook", :ability-increases #{}}, :grappler- {:description " You have advantage on attack rolls against a creature you are grappling.\n You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.", :prereqs #{:orcpub.dnd.e5.character/str}, :key :grappler-, :name "Grappler ", :option-pack "Player Handbook", :ability-increases #{}}, :durable {:description "When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).", :prereqs #{}, :key :durable, :name "Durable", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/con}}, :actor {:description "You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.\nYou can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.", :prereqs #{}, :key :actor, :name "Actor", :option-pack "Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/cha}}, :dual-wielder {:description "You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.\nYou can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.\nYou can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.", :prereqs #{}, :key :dual-wielder, :name "Dual Wielder", :option-pack "Player Handbook", :ability-increases #{}, :props {:two-weapon-any-one-handed true, :two-weapon-ac-1 true}}}, :orcpub.dnd.e5/backgrounds {:noble {:key :noble, :name "Noble", :equipment {:signet-ring 1, :clothes-fine 1}, :treasure {:gp 25}, :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true, :history true}, :tool-options {:gaming-set 1}}, :traits [{:description "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.", :name "Position of Privilege", :summary "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to."}]}, :guild-artisan {:key :guild-artisan, :name "Guild Artisan", :equipment {:clothes-traveler-s 1}, :treasure {:gp 15}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true, :insight true}, :tool-options {:artisans-tool 1}}, :traits [{:description "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.\nYou must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. ", :name "Guild Membership", :summary "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\n\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. "}]}, :outlander {:key :outlander, :name "Outlander", :equipment {:hunting-trap 1, :clothes-traveler-s 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:survival true, :athletics true}, :tool-options {:musical-instrument 1}}, :traits [{:description "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. ", :name "Wanderer", :summary "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. "}]}, :urchin {:key :urchin, :name "Urchin", :equipment {:clothes-common 1, :knife-small 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:sleight-of-hand true, :stealth true}, :tool {:disguise-kit true, :thieves-tools true}}, :traits [{:description "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.", :name "City Secrets", :summary "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. "}]}, :entertainer {:key :entertainer, :name "Entertainer", :equipment {:clothes-costume 1}, :treasure {:gp 15}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :option-pack "Player Handbook", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument 1}}, :traits [{:description "You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.", :name "By Popular Demand"}]}, :sage {:key :sage, :name "Sage", :equipment {:clothes-common 1, :knife-small 1, :ink 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:history true, :arcana true}}, :traits [{:description "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.", :name "Researcher", :summary "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. "}]}, :gladiator {:key :gladiator, :name "Gladiator", :equipment {:clothes-costume 1}, :treasure {:gp 15}, :equipment-choices (), :option-pack "Player Handbook", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {}}, :traits [{:description "You can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.", :name "By Popular Demand"}]}, :folk-hero {:key :folk-hero, :name "Folk Hero", :equipment {:clothes-common 1, :pot-iron 1, :shovel 1}, :treasure {:gp 10}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :option-pack "Player Handbook", :profs {:skill {:survival true, :animal-handling true}, :tool {:land-vehicles true}, :tool-options {:artisans-tool 1}}, :traits [{:description "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.", :name "Rustic Hospitality", :summary "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. "}]}, :sailor {:key :sailor, :name "Sailor", :equipment {:clothes-common 1, :rope-silk 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:perception true, :athletics true}, :tool {:navigators-tools true, :water-vehicles true}}, :traits [{:description "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. ", :name "Ship's Passage", :summary "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. "}]}, :hermit {:key :hermit, :name "Hermit", :equipment {:clothes-common 1, :herbalism-kit 1, :case-map-or-scroll 1, :blanket 1}, :treasure {:gp 5}, :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:religion true, :medicine true}, :tool {:herbalism-kit true}}, :traits [{:description "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.\nWork with your DM to determine the details of your discovery and its impact on the campaign. ", :name "Discovery", :summary "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign."}]}, :pirate {:key :pirate, :name "Pirate", :equipment {:clothes-common 1, :rope-silk 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:perception true, :athletics true}, :tool {:navigators-tools true, :water-vehicles true}}, :traits [{:description "If your character has a sailor background, you may select this background feature instead of Ship's Passage.\nNo matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities", :name "Bad Reputation"}]}, :soldier {:key :soldier, :name "Soldier", :equipment {:clothes-common 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:intimidation true, :athletics true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. ", :name "Military Rank", :summary "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. "}]}, :charlatan {:key :charlatan, :name "Charlatan", :equipment {:disguise-kit 1, :clothes-fine 1}, :treasure {:gp 15}, :option-pack "Player Handbook", :profs {:skill {:sleight-of-hand true, :deception true}, :tool {:disguise-kit true, :forgery-kit true}}, :traits [{:description "Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. ", :name "False Identity"}]}, :criminal {:key :criminal, :name "Criminal", :equipment {:clothes-common 1, :crowbar 1}, :treasure {:gp 15}, :option-pack "Player Handbook", :profs {:skill {:deception true, :stealth true}, :tool {:thieves-tools true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. ", :name "Criminal Contac"}]}, :knight {:key :knight, :name "Knight", :equipment {:signet-ring 1, :clothes-fine 1}, :treasure {:gp 25}, :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true, :history true}, :tool-options {:gaming-set 1}}, :traits [{:description "If your character has a noble background, you may select this background feature instead of Position of Privilege.\nYou have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. ", :name "Retainers", :summary "If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. "}]}}, :orcpub.dnd.e5/subraces {:wood-elf {:key :wood-elf, :speed 35, :race :elf, :name "Wood Elf", :abilities {:orcpub.dnd.e5.character/wis 1}, :option-pack "Player Handbook", :props {:weapon-prof {:longsword true, :shortbow true, :longbow true, :shortsword true}}, :traits [{:description "You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"}]}, :stout {:key :stout, :race :halfling, :name "Stout", :abilities {:orcpub.dnd.e5.character/con 1}, :option-pack "Player Handbook", :props {:saving-throw-advantage {:poisoned true}, :damage-resistance {:poison true}}, :traits []}, :forest-gnome {:key :forest-gnome, :race :gnome, :name "Forest Gnome", :spells [{:value {:key :minor-illusion, :ability :int}}], :abilities {:orcpub.dnd.e5.character/dex 1}, :option-pack "Player Handbook", :traits [{:description "Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.", :name "Speak with Small Beasts"}]}, :drow {:key :drow, :race :elf, :name "Drow", :darkvision 120, :spells [{:value {:key :dancing-lights, :ability :cha, :level 0}} {:value {:key :faerie-fire, :ability :cha, :level 1}, :level 3} {:value {:key :darkness, :ability :cha, :level 2}, :level 5}], :abilities {:orcpub.dnd.e5.character/cha 1}, :option-pack "Player Handbook", :props {:weapon-prof {:rapier true, :shortbow true, :crossbow-hand true}}, :traits [{:description "Disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :mountain-dwarf {:key :mountain-dwarf, :race :dwarf, :name "Mountain Dwarf", :abilities {:orcpub.dnd.e5.character/str 2}, :option-pack "Player Handbook(full)", :props {:armor-prof {:medium true, :light true}}, :traits []}}, :orcpub.dnd.e5/spells {:armor-of-agathys {:description "A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", :key :armor-of-agathys, :school "abjuration", :name "Armor of Agathys", :duration "1 hour", :level 1, :option-pack "Player Handbook", :components {:material-component "a cup of water", :verbal true, :material true, :somatic true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self"}, :elemental-weapon {:description "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.\nAt Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.", :key :elemental-weapon, :school "transmutation", :name "Elemental Weapon", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Touch"}, :cordon-of-arrows {:description "You plant four pieces of non-magical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creature you choose, and the spell ignores them.\nAt higher levels: When you cast this spell using a spell slot of 3rd or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.", :key :cordon-of-arrows, :school "transmutation", :name "Cordon of Arrows", :duration "8 hours", :level 2, :option-pack "Player Handbook", :components {:material-component "four or more arrows or bolts", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "5 feet"}, :crown-of-madness {:description "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.", :key :crown-of-madness, :school "enchantment", :name "Crown of Madness", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true, :warlock true, :bard true}, :range "120 feet"}, :compelled-duel {:description "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.", :key :compelled-duel, :school "enchantment", :name "Compelled Duel", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "30 feet"}, :counterspell {: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.\nAt Higher Levels: 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.", :key :counterspell, :school "abjuration", :name "Counterspell", :duration "Instantaneous", :level 3, :option-pack "Player Handbook", :components {:somatic true}, :casting-time "1 reaction", :spell-lists {:sorcerer true, :wizard true, :warlock true}, :range "60 feet"}, :ray-of-sickness {:description "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\nAt 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.", :key :ray-of-sickness, :school "necromancy", :name "Ray of Sickness", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "60 feet"}, :thorn-whip {:description "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thorn-whip, :school "transmutation", :name "Thorn Whip", :duration "Instantaneous", :level 0, :option-pack "Player Handbook", :components {:material-component "the stem of a plant with thorns", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "30 feet"}, :crusaders-mantle {:description "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.", :key :crusaders-mantle, :school "evocation", :name "Crusader's Mantle", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self"}, :blinding-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.", :key :blinding-smite, :school "evocation", :name "Blinding Smite", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :conjure-barrage {:description "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", :key :conjure-barrage, :school "conjuration", :name "Conjure Barrage", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:material-component "one piece of ammunition or a thrown weapon", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "Self (60-foot cone)"}, :hail-of-thorns {:description "The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).", :key :hail-of-thorns, :school "conjuration", :name "Hail of Thorns", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :branding-smite {: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's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.\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.", :key :branding-smite, :school "evocation", :name "Branding Smite", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :searing-smite {:description "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st. ", :key :searing-smite, :school "evocation", :name "Searing Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :tsunami {:description "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.", :key :tsunami, :school "conjuration", :name "Tsunami", :duration "Concentration up to 6 rounds", :level 8, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:druid true}, :range "Sight"}, :witch-bolt {:description "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.", :key :witch-bolt, :school "evocation", :name "Witch Bolt", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:material-component "a twig from a tree that has been struck by lightning", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true, :warlock true}, :range "30 feet"}, :grasping-vine {:description "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.", :key :grasping-vine, :school "conjuration", :name "Grasping Vine", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:druid true, :ranger true}, :range "30 feet"}, :feign-death {:description "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. ", :key :feign-death, :school "necromancy", :name "Feign Death", :duration "1 hour", :level 3, :option-pack "Player Handbook", :components {:material-component "a pinch of graveyard dirt", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:cleric true, :druid true, :wizard true, :bard true}, :range "touch"}, :beast-sense {:description "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.", :key :beast-sense, :school "divination", :name "Beast Sense", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Player Handbook", :components {:somatic true}, :casting-time "1 Action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :ensnaring-strike {:description "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ", :key :ensnaring-strike, :school "conjuration", :name "Ensnaring Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :thunderous-smite {:description "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.", :key :thunderous-smite, :school "evocation", :name "Thunderous Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :arcane-gate {:description "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\n\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\n\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", :key :arcane-gate, :school "conjuration", :name "Arcane Gate", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 Action", :spell-lists {:sorcerer true, :wizard true, :warlock true}, :range "500 ft."}, :destructive-smite {:description "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage,as well as 5d6 radiant or necrotic damage (your choice),and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.\n\nAlso called Destructive Wave.", :key :destructive-smite, :school "evocation", :name "Destructive Smite", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :wrathful-smite {:description "The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell.", :key :wrathful-smite, :school "evocation", :name "Wrathful Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-life {:description "Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.", :key :aura-of-life, :school "abjuration", :name "Aura of Life", :duration "Concentration up to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:material-component "", :verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :cloud-of-daggers {:description "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.", :key :cloud-of-daggers, :school "conjuration", :name "Cloud of Daggers", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:material-component "a sliver of glass", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true, :warlock true, :bard true}, :range "60 feet"}, :swift-quiver {:description "You transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.", :key :swift-quiver, :school "transmutation", :name "Swift Quiver", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player Handbook", :components {:material-component "a quiver containing at least one piece of ammunition", :verbal true, :material true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Touch"}, :hex {:description "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", :key :hex, :school "enchantment", :name "Hex", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player Handbook", :components {:material-component "the petrified eye of a newt", :verbal true, :material true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:warlock true}, :range "90 feet"}, :aura-of-purity {:description "Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.", :key :aura-of-purity, :school "abjuration", :name "Aura of Purity", :duration "Concentration up to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :friends {:description "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.", :key :friends, :school "enchantment", :name "Friends", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Player Handbook", :components {:material-component "a small amount of makeup applied to the face as this spell is cast", :material true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true, :warlock true, :bard true}, :range "self"}, :hunger-of-hadar {:description "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.", :key :hunger-of-hadar, :school "conjuration", :name "Hunger of Hadar", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:material-component "a pickled octopus tentacle", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:warlock true}, :range "150 feet"}, :animal-friendship {: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.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.", :key :animal-friendship, :school "enchantment", :name "Animal Friendship", :duration "24 hours", :level 1, :option-pack "Player Handbook", :components {:material-component "a morsel of food", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true, :bard true}, :range "30 feet"}, :dissonant-whispers {:description "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.\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.", :key :dissonant-whispers, :school "enchantment", :name "Dissonant Whispers", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "60 feet"}, :telepathy {:description "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.", :key :telepathy, :school "evocation", :name "Telepathy", :duration "24 hours", :level 8, :option-pack "Player Handbook", :components {:material-component "a pair of linked silver rings", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Unlimited"}, :lightning-arrow {:description "The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.", :key :lightning-arrow, :school "transmutation", :name "Lightning Arrow", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :power-word-heal {:description "A wave of healing energy washes over a creature you touch. The target regains all of its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.", :key :power-word-heal, :school "evocation", :name "Power Word Heal", :duration "Instantaneous", :level 9, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true}, :range "Touch"}, :guardian-of-faith {:description "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", :key :guardian-of-faith, :school "conjuration", :name "Guardian of Faith", :duration "8 hours", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:cleric true}, :range "30 feet"}, :blade-ward {:description "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.", :key :blade-ward, :school "abjuration", :name "Blade Ward", :duration "1 round", :level 0, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 Action", :spell-lists {:sorcerer true, :wizard true, :warlock true, :bard true}, :range "Self"}, :banishing-smite {:description "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It 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.", :key :banishing-smite, :school "abjuration", :name "Banishing Smite", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-vitality {:description "Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.", :key :aura-of-vitality, :school "evocation", :name "Aura of Vitality", :duration "Concentration up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :circle-of-power {:description "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.", :key :circle-of-power, :school "abjuration", :name "Circle of Power", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :conjure-volley {:description "You fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon", :key :conjure-volley, :school "conjuration", :name "Conjure Volley", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:material-component "one piece of ammunition or one thrown weapon", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "150 feet"}, :hunters-mark {:description "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. ", :key :hunters-mark, :school "divination", :name "Hunter's Mark", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "90 feet"}, :compulsion {: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. A 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.", :key :compulsion, :school "enchantment", :name "Compulsion", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true}, :range "30 feet"}, :goodberry {:description "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ", :key :goodberry, :school "transmutation", :name "Goodberry", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:material-component "a sprig of mistletoe", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :arms-of-hadar {:description "You invoke the power of Hadar, the Dark Hunger.\n\nTendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.\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.", :key :arms-of-hadar, :school "conjuration", :name "Arms of Hadar", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self (10-foot radius)"}, :staggering-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.", :key :staggering-smite, :school "evocation", :name "Staggering Smite", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :chromatic-orb {:description "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.\nAt 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.", :key :chromatic-orb, :school "evocation", :name "Chromatic Orb", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:material-component "a diamond worth at least 50gp", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}}}, " Unearthed Arcana" {:orcpub.dnd.e5/languages {:gith {:name "Gith", :option-pack " Unearthed Arcana", :key :gith}}}, "Unearthed arcana" {:orcpub.dnd.e5/races {:centaur {:key :centaur, :speed 40, :name "Centaur", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Unearthed arcana", :languages #{"Common" "Sylvan"}, :props {:skill-prof {:survival true}}, :traits [{:name "Equine Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push or drag.\n\nIn addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.\n\nFinally, a MEDIUM OR SMALLER CREATURE CAN RIDE ON YOUR equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount."} {:name "Charge", :description "If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest."} {:name "Hooves", :description "Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier."}]}, :minotaur {:key :minotaur, :speed 30, :name "Minotaur", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Unearthed arcana", :profs {:skill-options {:options {:intimidation true}}}, :languages #{"Common" "Minotaur"}, :props {:tortle-ac true}, :traits [{:name "Horns", :description "Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier."} {:name "Goring Rush", :description "Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. "} {:name "Hammering Horns", :description "Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you."}]}, :loxodon {:key :loxodon, :speed 30, :name "Loxodon", :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Unearthed arcana", :languages #{"Common"}, :props {:lizardfolk-ac true}, :traits [{:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."} {:name "Loxodon Serenity", :description "You have advantage on saving throws against being frightened or charmed."} {:name "Stonecunning", :description "Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your normal proficiency bonus to the check, instead of your normal proficiency bonus."} {:name "Keen Smell", :description "Thanks to your sensitive trunk, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on smell."}]}}, :orcpub.dnd.e5/languages {:minotaur {:name "Minotaur", :option-pack "Unearthed arcana", :description "Spoken by Minotaur", :key :minotaur}}}, "Wayfinder's guide to Eberon " {:orcpub.dnd.e5/races {:warforged {:key :warforged, :speed 30, :name "Warforged", :abilities {:orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Wayfinder's guide to Eberon ", :languages #{"Common"}, :props {:armor-prof {:light true, :medium false, :heavy false}, :damage-resistance {:poison true}, :damage-immunity {:poison false}}, :traits [{:name "Warforged resilience", :description "You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. You don’t need to eat, drink, or breathe. You are immune to disease. YOU HAVE ADVANTAGE AGAINST BEING POISONED."} {:name "Sentry's Rest", :description "When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal."} {:name "Integrated Protection", :description "Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.\n\nYou can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt, provided you meet the mode’s prerequisite. (you should start with all three as special armor only your race can wear)"}]}}}, "Elemental Evil (arandomstringofnum#2919)" {:orcpub.dnd.e5/races {:aarakocra {:key :aarakocra, :speed 25, :name "Aarakocra", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Elemental Evil", :languages #{"Common" "Aarakocra" "Auran"}, :props {:flying-speed 50}, :traits [{:name "Flight", :description "You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor."} {:name "Talons", :description "You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit."}]}, :genasi {:size :medium, :speed 30, :languages #{"Common" "Primordial"}, :traits [], :option-pack "Elemental Evil", :name "Genasi", :key :genasi, :abilities {:orcpub.dnd.e5.character/con 2}}, :goliath {:key :goliath, :speed 30, :name "Goliath", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Elemental Evil", :languages #{"Giant" "Common"}, :props {:skill-prof {:athletics true}}, :traits [{:name "Stone’s Endurance", :description "You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest."} {:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."} {:name "Mountain Born", :description "You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide."}]}}, :orcpub.dnd.e5/feats {:svirfneblin-magic {:ability-increases #{}, :prereqs #{}, :option-pack "Elemental Evil", :name "Svirfneblin Magic", :description "Requires Deep gnome subrace.\nYou have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetectionon yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest", :key :svirfneblin-magic}}, :orcpub.dnd.e5/subraces {:deep-gnome {:race :gnome, :traits [{:name "Stone Camouflage", :description "You have advantage on Dexterity (stealth) checks to hide in rocky terrain."}], :option-pack "Elemental Evil", :name "Deep Gnome", :darkvision 120, :abilities {:orcpub.dnd.e5.character/dex 1}, :key :deep-gnome}, :air-genasi {:race :genasi, :traits [{:name "Unending Breath", :description "You can hold your breath indefinitely while you’re not incapacitated."} {:name "Mingle with the Wind", :description "You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell."}], :option-pack "Elemental Evil", :name "Air Genasi", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :air-genasi, :spells [{:value {:ability :con, :level 2, :key :levitate}}]}, :fire-genasi {:key :fire-genasi, :race :genasi, :name "Fire Genasi", :darkvision 60, :spells [{:value {:key :produce-flame, :ability :con}} {:level 3, :value {:level 1, :key :burning-hands, :ability :con}}], :abilities {:orcpub.dnd.e5.character/int 1}, :option-pack "Elemental Evil", :props {:damage-resistance {:fire true}}, :traits [{:description "You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.", :name "Reach to the Blaze"}]}, :water-genasi {:race :genasi, :traits [{:name "Amphibious", :description "You can breathe air and water."} {:name "Swim", :description "You have a swimming speed of 30 feet."} {:name "Call to the Wave", :description "You know the shape water cantrip (see chapter 2). When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells."}], :option-pack "Elemental Evil", :abilities {:orcpub.dnd.e5.character/wis 1}, :name "Water Genasi", :props {:damage-resistance {:acid true}}, :key :water-genasi, :spells [{:value {:ability :con, :key :shape-water}} {:value {:level 1, :ability :con, :key :create-or-destroy-water}, :level 3}]}, :earth-genasi {:race :genasi, :traits [{:name "Earth Walk", :description "You can move across difficult terrain made of earth or stone without expending extra movement."} {:name "Merge with Stone", :description "You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell."}], :option-pack "Elemental Evil", :name "Earth Genasi", :abilities {:orcpub.dnd.e5.character/str 1}, :key :earth-genasi}}, :orcpub.dnd.e5/spells {:whirlwind {:description "A whirlwind howls down to a point on the ground you specify. 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.\nA 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.\nA 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 × 10 feet away from it in a random direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Elemental Evil", :components {:material-component "a piece of straw", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "300 feet"}, :shape-water {: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:\n• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.\n• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n• You freeze the water, provided that there are no crea-tures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :shape-water, :school "transmutation", :name "Shape Water", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :abi-dalzim-s-horrid-wilting {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.", :key :abi-dalzim-s-horrid-wilting, :school "necromancy", :name "Abi-Dalzim’s Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a bit of sponge"}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "150 feet"}, :elemental-bane {:description "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.\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. The creatures must be within 30 feet of each other when you target them.", :key :elemental-bane, :school "transmutation", :name "Elemental Bane", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:wizard true, :warlock true, :druid true}, :range "90 feet"}, :skywrite {:description "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.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :bard true, :wizard true}, :range "Sight"}, :melf-s-minute-meteors {:description "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 where 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.\nAt 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.", :key :melf-s-minute-meteors, :school "evocation", :name "Melf’s Minute Meteors", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material-component "niter, sulfur, and pine tar formed into a bead", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "Self"}, :frostbite {:description "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :frostbite, :school "evocation", :name "Frostbite", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :druid true, :warlock true, :wizard true}, :range "60 feet"}, :dust-devil {:description "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.\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 2nd.", :key :dust-devil, :school "conjuration", :name "Dust Devil", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a pinch of dust"}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :earth-tremor {:description "You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.\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.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "Self (10-foot radius)"}, :beast-bond {:description "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", :key :beast-bond, :school "divination", :name "Beast Bond", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Elemental Evil", :components {:material-component "a bit of fur wrapped in a cloth", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :transmute-rock {:description "You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\n\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.\nIf you cast the spell on an area of ground, it 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 this save the first time it enters the area 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.\nIf 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.\n\nTransmute 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 failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.", :key :transmute-rock, :school "transmutation", :name "Transmute Rock", :duration "Instantaneous", :level 5, :option-pack "Elemental Evil", :components {:material-component "clay and water", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}, :thunderclap {:description "You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self (5-foot radius)"}, :storm-sphere {:description "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.\nUntil 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.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.", :key :storm-sphere, :school "evocation", :name "Storm Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :investiture-of-ice {:description "Until the spell ends, ice rimes your body, and you gain the following benefits:\n• You are immune to cold damage and have resistance to fire damage.\n• You can move across difficult terrain created by ice or snow without spending extra movement.\n• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", :key :investiture-of-ice, :school "transmutation", :name "Investiture of Ice", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:wizard true, :warlock true, :sorcerer true, :druid true}, :range "Self"}, :ice-knife {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water or piece of ice", :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :snilloc-s-snowball-swarm {:description "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.\nAt 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.", :key :snilloc-s-snowball-swarm, :school "evocation", :name "Snilloc’s Snowball Swarm", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a piece of ice or a small white rock chip"}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}, :control-winds {:description "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.\nGusts: A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\nDowndraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\nUpdraft: You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.", :key :control-winds, :school "transmutation", :name "Control Winds", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "300 feet"}, :watery-sphere {:description "You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.\nAny 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 outside it. A Huge or larger creature succeeds on the saving throw automatically. 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.\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, 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.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.\nWhen 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.", :key :watery-sphere, :school "conjuration", :name "Watery Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:material true, :material-component "a droplet of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "90 feet"}, :magic-stone {:description "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, it has a range of 60 feet. If someone else attacks with the 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. Hit or miss, the spell then ends on the stone.\nIf you cast this spell again, the spell ends early on any pebbles still affected by it", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1 minute", :level 0, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:druid true, :warlock true}, :range "Touch"}, :control-flames {:description "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:\n• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\n• You instantaneously extinguish the flames within the cube.\n• You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\n• You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :control-flames, :school "transmutation", :name "Control Flames", :duration "Instantaneous or 1 hour ", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :pyrotechnics {:description "Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\nFireworks: 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.\nSmoke: 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.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "60 feet"}, :wall-of-sand {:description "You conjure up 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.", :key :wall-of-sand, :school "evocation", :name "Wall of Sand", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a handful of sand", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "90 feet"}, :maelstrom {:description "A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on 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.", :key :maelstrom, :school "evocation", :name "Maelstrom", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil", :components {:material-component "paper or leaf in the shape of a funnel", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :wall-of-water {:description "You conjure up 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.\nAny 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.", :key :wall-of-water, :school "evocation", :name "Wall of Water", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material-component "a drop of water", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :maximilian-s-earthen-grasp {:description "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.\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs 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.", :key :maximilian-s-earthen-grasp, :school "transmutation", :name "Maximilian’s Earthen Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:material-component "a miniature hand sculpted from clay", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "30 feet"}, :earthbind {:description "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.", :key :earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :tidal-wave {:description "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 failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, 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.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration "Instantaneous", :level 3, :option-pack "Elemental Evil", :components {:material-component "a drop of water", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}, :bones-of-the-earth {:description "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.\nIf a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.\nAt Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", :key :bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration "Instantaneous", :level 6, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :create-bonfire {:description "You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :warding-wind {:description "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.\nThe wind has the following effects:\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disad-vantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.", :key :warding-wind, :school "evocation", :name "Warding Wind", :duration "1 action", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "Concentration, up to 10 minutes", :spell-lists {:bard true, :druid true, :sorcerer true}, :range "Self"}, :flame-arrows {:description "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.", :key :flame-arrows, :school "transmutation", :name "Flame Arrows", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Elemental Evil", :components {:somatic true, :verbal true, :material-component ""}, :casting-time "1 action", :spell-lists {:druid true, :ranger true, :sorcerer true, :wizard true}, :range "Touch"}, :absorb-elements {:description "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", :key :absorb-elements, :school "abjuration", :name "Absorb elements", :duration "1 round", :level 1, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage", :spell-lists {:druid true, :wizard true, :ranger true}, :range "Self"}, :vitriolic-sphere {:description "You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 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.\nAt 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.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental Evil", :components {:material-component "a drop of giant slug bile", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :aganazzar-s-scorcher {:description "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.\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 2nd.", :key :aganazzar-s-scorcher, :school "evocation", :name "Aganazzar’s Scorcher", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a red dragon’s scale"}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "30 feet"}, :mold-earth {: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:\n• If you target an area of loose earth, you can instan-taneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.\n• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shap-ing patterns. The changes last for 1 hour.\n• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :mold-earth, :school "transmutation", :name "Mold Earth", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :catapult {:description "Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "150 feet"}, :investiture-of-wind {:description "Until the spell ends, wind whirls around you, and you gain the following benefits:\n• Ranged weapon attacks made against you have disad-vantage on the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some-how prevent it.\n• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", :key :investiture-of-wind, :school "transmutation", :name "Investiture of Wind", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :erupting-earth {:description "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.", :key :erupting-earth, :school "transmutation", :name "Erupting Earth", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a piece of obsidian"}, :casting-time "1 action", :spell-lists {:wizard true, :warlock false, :druid true, :sorcerer true}, :range "120 feet"}, :investiture-of-stone {:description "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :primordial-ward {:description "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.\nWhen 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.", :key :primordial-ward, :school "abjuration", :name "Primordial Ward", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :investiture-of-flame {:description "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:\n• You are immune to fire damage and have resistance to cold damage.\n• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", :key :investiture-of-flame, :school "transmutation", :name "Investiture of Flame", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :casting-time "1 action", :spell-lists {:wizard true, :warlock true, :sorcerer true, :druid true}, :range "Self"}, :immolation {:description "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash.", :key :immolation, :school "evocation", :name "Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "90 feet"}, :gust {:description "You seize the air and compel it to create one of the following effects at a point you can see within range:\n• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.\n• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", :key :gust, :school "transmutation", :name "Gust", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/backgrounds {}, :orcpub.dnd.e5/languages {:aarakocra {:option-pack "Elemental Evil", :name "Aarakocra", :key :aarakocra}, :auran {:option-pack "Elemental Evil", :name "Auran", :key :auran}}}, "Xanathars Guide to Everything (arandomstringofnum#2919)" {:orcpub.dnd.e5/subclasses {:war-magic {:class :wizard, :traits [{:name "Arcane Deflection", :level 2, :description "At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.\nWhen you use this feature, you can’t cast spells other than cantrips until the end of your next turn. "} {:level 2, :name "Tactical Wit", :description "Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. "} {:level 6, :name "Power Surge", :description "Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.\nYou can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.\nOnce per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level."} {:level 10, :name "Durable Magic", :description "Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws."} {:level 14, :name "Deflecting Shroud", :description "At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "War Magic", :key :war-magic}, :way-of-the-drunken-master {:class :monk, :traits [{:description "When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. ", :level 3, :name "Bonus Proficiencies "} {:name "Drunken Technique ", :level 3, :description "At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. "} {:name "Tipsy Sway", :level 6, :description "Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. \n\nLeap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.\n\nRedirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. "} {:level 11, :name "Drunkard’s Luck", :description "Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll."} {:level 17, :name "Intoxicated Frenzy", :description "At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn."}], :level-modifiers [{:type :skill-prof, :value :performance, :level 3}], :option-pack "Xanathar's Guide To Everything", :name "Way of the Drunken Master", :key :way-of-the-drunken-master}, :path-of-the-storm-herald {:class :barbarian, :traits [{:name "Storm Aura", :level 3, :description "Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.\nYour aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.\nIf Your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\n\nDesert: When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\n\nSea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.\n\nTundra: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level."} {:level 6, :name "Storm Soul", :description "At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.\n\nDesert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.\n\nSea: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.\n\nTundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it into ice, which melts after 1 minute. This action fails if a creature is in the cube."} {:level 10, :name "Shielding Storm", :description "At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura."} {:level 14, :name "Raging Storm", :description "At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.\n\nDesert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.\n\nSea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.\n\nTundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Path of the Storm Herald", :key :path-of-the-storm-herald}, :the-hexblade {:class :warlock, :traits [{:name "Hexblade’s Curse", :description "Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:\n-You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.\n-Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.\n-If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).\nYou can’t use this feature again until you finish a short or long rest."} {:name "Hex Warrior", :description "The influence of your patron allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type."} {:name "Accursed Specter", :level 6, :description "Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).\nThe specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. \nOnce you bind a specter with this feature, you can’t use the feature again until you finish a long rest. "} {:name "Armor of Hexes", :level 10, :description "At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. "} {:level 14, :name "Master of Hexes", :description "Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature. "}], :level-modifiers [{:type :weapon-prof, :value :martial} {:type :armor-prof, :value :shields} {:type :armor-prof, :value :medium}], :option-pack "Xanathar's Guide To Everything", :name "The Hexblade", :warlock-spells {1 {0 :shield, 1 :wrathful-smite}, 2 {0 :blur, 1 :branding-smite}, 3 {0 :blink, 1 :elemental-weapon}, 4 {0 :phantasmal-killer, 1 :staggering-smite}, 5 {0 :banishing-smite, 1 :cone-of-cold}}, :key :the-hexblade}, :gloom-stalker {:class :ranger, :traits [{:name "Dread Ambusher", :level 3, :description "At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.\nAt the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. "} {:name "Umbral Sight ", :description "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.\nYou are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. ", :level 3} {:level 7, :name "Iron Mind", :description "By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). "} {:name "Stalker’s Flurry", :description "At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. ", :level 11} {:name "Shadowy Dodge", :description "Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. ", :level 15}], :level-modifiers [{:type :spell, :level 3, :value {:key :disguise-self, :level 1, :ability :wis}} {:type :spell, :level 5, :value {:level 2, :ability :wis, :key :rope-trick}} {:type :spell, :level 9, :value {:level 3, :ability :wis, :key :fear}} {:type :spell, :level 13, :value {:level 4, :ability :wis, :key :greater-invisibility}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key :seeming}}], :option-pack "Xanathar's Guide To Everything", :name "Gloom Stalker", :key :gloom-stalker}, :horizon-walker {:class :ranger, :traits [{:name "Detect Portal", :level 3, :description "At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.\nOnce you use this feature, you can’t use it again until you finish a short or long rest.\nSee the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals."} {:name "Planar Warrior", :description "At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.\nAs a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. ", :level 3} {:name "Ethereal Step", :description "At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. ", :level 7} {:name "Distant Strike", :level 11, :description "At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.\nIf you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. "} {:name "Spectral Defense", :level 15, :description "At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn."}], :level-modifiers [{:type :spell, :level 3, :value {:level 1, :key :protection-from-evil-and-good, :ability :wis}} {:type :spell, :level 5, :value {:key :misty-step, :level 2, :ability :wis}} {:type :spell, :level 9, :value {:level 3, :ability :wis, :key :haste}} {:type :spell, :level 13, :value {:level 4, :ability :wis, :key :banishment}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key :teleportation-circle}}], :option-pack "Xanathar's Guide To Everything", :name "Horizon Walker", :key :horizon-walker}, :storm-sorcery {:class :sorcerer, :traits [{:name "Wind Speaker", :description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran."} {:name "Tempestuous Magic", :description "Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. "} {:level 6, :name "Heart of the Storm", :description "At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level."} {:level 6, :name "Storm Guide", :description "At 6th level, you gain the ability to subtly control the weather around you.\nIf it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind."} {:level 14, :name "Storm’s Fury", :description "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. "} {:level 18, :name "Wind Soul", :description "At 18th level, you gain immunity to lightning and thunder damage.\nYou also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest. "}], :level-modifiers [{:type :damage-resistance, :level 6, :value :thunder} {:type :damage-resistance, :level 6, :value :lightning}], :option-pack "Xanathar's Guide To Everything", :name "Storm Sorcery", :key :storm-sorcery}, :circle-of-the-shepherd {:class :druid, :traits [{:name "Speech of the Woods", :level 2, :description "At 2nd level, you gain the ability to converse with beasts and many fey.\nYou learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. "} {:name "Spirit Totem", :level 2, :description "Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.\nAs a bonus action, you can move the spirit up to 60 feet to a point you can see.\nThe spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t\nuse it again until you finish a short or long rest.\nThe effect of the spirit’s aura depends on the type of spirit you summon from the options below.\n\nBear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.\n\nHawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.\n\nUnicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level."} {:name "Mighty Summoner", :level 6, :description "Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: \n-The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.\n-The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage."} {:name "Guardian Spirit", :level 10, :description "Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. "} {:name "Faithful Summons ", :level 14, :description "Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).\nOnce you use this feature, you can’t use it again until you finish a long rest. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Circle of the Shepherd", :key :circle-of-the-shepherd}, :inquisitive {:class :rogue, :traits [{:name "Ear for Deceit", :level 3, :description "When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8."} {:name " Eye for Detail", :level 3, :description "Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. "} {:level 3, :name "Insightful Fighting", :description "At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.\nThis benefit lasts for 1 minute or until you successfully use this feature against a different target. "} {:name "Steady Eye", :level 9, :description "Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn."} {:level 13, :name "Unerring Eye", :description "Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:name "Eye for Weakness", :level 17, :description "At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Inquisitive", :key :inquisitive}, :circle-of-dreams {:class :druid, :traits [{:level 2, :name "Balm of the Summer Court", :description "At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.\nAs a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.\nYou regain all expended dice when you finish a long rest. "} {:name "Hearth of Moonlight and Shadow", :level 6, :description "At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.\nWhile within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.\nThe sphere vanishes at the end of the rest or when you leave the sphere."} {:name "Hidden Paths", :level 10, :description "Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:level 14, :name "Walker in Dreams", :description "At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.\nWhen you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.\nThis use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.\nOnce you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Circle of Dreams", :key :circle-of-dreams}, :path-of-the-ancestral-guardian {:class :barbarian, :traits [{:name "Ancestral Protectors", :level 3, :description "Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early ifyour rage ends."} {:level 6, :name "Spirit Shield", :description "Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.\nWhen you reach certain levels in this class. you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level."} {:level 10, :name "Consult the Spirits", :description "At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one Of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.\nAfter you cast either spell in this way, you can’t use this feature again until you finish a short or long rest."} {:level 14, :name "Vengeful Ancestors", :description "At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents."}], :level-modifiers [], :name "Path of The Ancestral Guardian", :option-pack "Xanathar's Guide To Everything", :key :path-of-the-ancestral-guardian}, :college-of-swords {:class :bard, :traits [{:name "Bonus Proficiencies", :level 3, :description "If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus\nfor your bard spells. "} {:level 3, :name "Fighting Style", :description "At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.\n\nDueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. "} {:level 3, :name "Blade Flourish", :description "At 3rd level, you learn to perform impressive displays of martial prowess and speed.\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.\n\nDefensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.\n\nSlashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.\n\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. "} {:level 6, :name "Extra Attack", :description "Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it\ninstead of expending a Bardic Inspiration die. "} {:level 14, :name "Master’s Flourish", :description "Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.\nMany other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. "}], :level-modifiers [{:type :weapon-prof, :level 3, :value :scimitar} {:type :armor-prof, :level 3, :value :medium}], :option-pack "Xanathar's Guide To Everything", :name "College of Swords", :key :college-of-swords}, :oath-of-conquest {:class :paladin, :traits [{:description "You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.", :level 3, :name "Conquering Presence"} {:name "Guided Strike", :level 3, :description "You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses."} {:name "Aura of Conquest", :description "Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.\nIf a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.\nAt 18th level, the range of this aura increases to 30 feet.", :level 7} {:name "Scornful Rebuke", :level 15, :description "Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. "} {:level 20, :name "Invincible Conqueror", :description "At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:\n-You have resistance to all damage.\n-When you take the Attack action on your turn, you can make one additional attack as part of that action.\n-Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.\nOnce you use this feature, you can’t use it again until you finish a long rest. "}], :level-modifiers [{:type :spell, :level 3, :value {:ability :cha, :key :armor-of-agathys, :level 1}} {:type :spell, :value {:level 1, :key :command, :ability :cha}, :level 3} {:type :spell, :level 5, :value {:level 2, :ability :cha, :key :hold-person}} {:type :spell, :level 5, :value {:level 2, :ability :cha, :key :spiritual-weapon}} {:type :spell, :level 9, :value {:level 3, :ability :cha, :key :bestow-curse}} {:type :spell, :level 9, :value {:level 3, :ability :cha, :key :fear}} {:type :spell, :level 13, :value {:level 4, :ability :cha, :key :dominate-beast}} {:type :spell, :level 13, :value {:level 4, :ability :cha, :key :stoneskin}} {:type :spell, :level 17, :value {:level 5, :ability :cha, :key :cloudkill}} {:type :spell, :level 17, :value {:level 5, :ability :cha, :key :dominate-person}}], :option-pack "Xanathar's Guide To Everything", :name "Oath of Conquest", :key :oath-of-conquest}, :divine-soul {:class :sorcerer, :traits [{:name "Divine Magic", :description "Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. \nIn addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list."} {:name "Favored by the Gods", :description "Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest."} {:level 6, :name "Empowered Healing", :description "Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn."} {:level 14, :name "Otherworldly Wings", :description "Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.\nThe affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality."} {:level 18, :name "Unearthly Recovery", :description "At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.\nOnce you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Divine Soul", :key :divine-soul}, :monster-slayer {:class :ranger, :traits [{:level 3, :name " Hunter’s Sense", :description "At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. "} {:level 3, :name "Slayer’s Prey", :description "Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.\nThis benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. "} {:level 7, :name "Supernatural Defense", :description "At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll. "} {:level 11, :name "Magic-User’s Nemesis", :description "At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.\nOnce you use this feature, you can’t use it again until you finish a short or long rest."} {:level 15, :name "Slayer’s Counter", :description "At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects. "}], :level-modifiers [{:type :spell, :level 3, :value {:level 1, :ability :wis, :key :protection-from-evil-and-good}} {:type :spell, :level 5, :value {:level 2, :ability :wis, :key :zone-of-truth}} {:type :spell, :level 9, :value {:level 3, :ability :wis, :key :magic-circle}} {:type :spell, :level 13, :value {:level 4, :ability :wis, :key :banishment}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key :hold-monster}}], :option-pack "Xanathar's Guide To Everything", :name "Monster Slayer", :key :monster-slayer}, :oath-of-redemption {:class :paladin, :traits [{:level 3, :description "You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.", :name "Emissary of Peace"} {:level 3, :description "You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.", :name "Rebuke the Violent"} {:name "Aura of the Guardian", :level 7, :description "Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.\nAt 18th level, the range of this aura increases to 30 feet."} {:name "Protective Spirit", :level 15, :description "Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated."} {:level 20, :name "Emissary of Redemption", :description "At 20th level, you become an avatar of peace, which gives you two benefits:\n-You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).\n-Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.\nIf you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. "}], :level-modifiers [{:type :spell, :level 3, :value {:level 1, :key :sanctuary, :ability :cha}} {:type :spell, :level 3, :value {:level 1, :key :sleep, :ability :cha}} {:type :spell, :level 5, :value {:level 2, :key :calm-emotions, :ability :cha}} {:type :spell, :level 5, :value {:level 2, :key :hold-person, :ability :cha}} {:type :spell, :level 9, :value {:level 3, :key :counterspell, :ability :cha}} {:type :spell, :level 9, :value {:level 3, :key :hypnotic-pattern, :ability :cha}} {:type :spell, :level 13, :value {:level 4, :key :otilukes-resilient-sphere, :ability :cha}} {:type :spell, :level 13, :value {:level 4, :key :stoneskin, :ability :cha}} {:type :spell, :level 17, :value {:level 5, :key :hold-monster, :ability :cha}} {:type :spell, :level 17, :value {:level 5, :key :wall-of-force, :ability :cha}}], :option-pack "Xanathar's Guide To Everything", :name "Oath of Redemption", :key :oath-of-redemption}, :scout {:class :rogue, :traits [{:name "Skirmisher", :level 3, :description "Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks."} {:level 3, :name "Survivalist", :description "When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies."} {:level 9, :name "Superior Mobility", :description "At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well."} {:level 13, :name "Ambush Master", :description "Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn."} {:level 17, :name "Sudden Strike", :description "Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn."}], :level-modifiers [{:type :skill-prof, :level 3, :value :nature} {:type :skill-prof, :level 3, :value :survival}], :option-pack "Xanathar's Guide To Everything", :name "Scout", :key :scout}, :grave-domain {:class :cleric, :traits [{:description "At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.\nIn addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.", :name "Circle of Mortality"} {:name "Eyes of the Grave", :description "At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest."} {:level 2, :name "Channel Divinity: Path to the Grave", :description "Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.\nAs an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. "} {:level 6, :name "Sentinel at Death’s Door", :description "At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. "} {:level 8, :name "Potent Spellcasting", :description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. "} {:level 17, :name "Keeper of Souls ", :description "Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Grave Domain", :cleric-spells {1 {0 :bane, 1 :false-life}, 2 {0 :gentle-repose, 1 :ray-of-enfeeblement}, 3 {0 :revivify, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :raise-dead}}, :key :grave-domain}, :path-of-the-zealot {:class :barbarian, :traits [{:level 3, :name "Divine Fury", :description "Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature."} {:level 3, :name "Warrior ofthe Gods", :description "At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you."} {:level 6, :name "Fanatical Focus", :description "Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage."} {:level 10, :name "Zealous Presence", :description "At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.\nOnce you use this feature, you can’t use it again until you finish a long rest."} {:level 14, :name "Rage beyond Death", :description "Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.\nWhile you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don\"t die until your rage ends, and you die then only if you still have 0 hit points."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Path of the Zealot", :key :path-of-the-zealot}, :arcane-archer {:class :fighter, :traits [{:description "At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.", :level 3, :name "Arcane Archer Lore"} {:level 3, :name "Arcane Shot", :description "At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). \nOnce per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.\nYou gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter. \n\nArcane Shot Options\nThe Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.\nIf an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.\n\nBanishing Arrow: You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.\nAfter you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\n\nBeguiling Arrow: Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.\nThe psychic damage increases to 4d6 when you reach 18th level in this class.\n\nBursting Arrow: You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.\nThe force damage increases to 4d6 when you reach 18th level in this class.\n\nEnfeebling Arrow: You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.\nThe necrotic damage increases to 4d6 when you reach 18th level in this class.\n\nGrasping Arrow: When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.\nThe poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.\n\nPiercing Arrow: You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.\nThe piercing damage increases to 2d6 when you reach 18th level in this class.\n\nSeeking Arrow: Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.\nThe force damage increases to 2d6 when you reach 18th level in this class.\n\nShadow Arrow: You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.\nThe psychic damage increases to 4d6 when you reach 18th level in this class."} {:name "Magic Arrow", :description "At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. ", :level 7} {:description "At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. ", :level 7, :name "Curving Shot "} {:name "Ever-Ready Shot ", :level 15, :description "Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Arcane Archer", :key :arcane-archer}, :shadow-magic {:class :sorcerer, :traits [{:name "Eyes of the Dark", :description "Starting at 1st level, you have darkvision with a range of 120 feet.\nWhen you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell."} {:name "Strength of the Grave", :description "Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.\nAfter the saving throw succeeds, you can’t use this feature again until you finish a long rest."} {:level 6, :name "Hound of Ill Omen", :description "At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:\n-The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.\n-It appears with a number of temporary hit points equal to half your sorcerer level.\n-It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.\n-At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.\nThe hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes."} {:level 14, :name "Shadow Walk", :description "At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness."} {:level 18, :name "Umbral Form", :description "Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.\nYou remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Shadow Magic", :key :shadow-magic}, :forge-domain {:class :cleric, :traits [{:description "When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools. ", :name "Bonus Proficiencies"} {:description "At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :name "Blessing of the Forge"} {:name "Channel Divinity: Artisan’s Blessing ", :level 2, :description "Starting at 2nd level, you can use your Channel Divinity to create simple items.\nYou conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.\nThe thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.\nThe ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual."} {:name "Soul of the Forge", :level 6, :description "Starting at 6th level, your mastery of the forge grants you special abilities:\n-You gain resistance to fire damage.\n-While wearing heavy armor, you gain a +1 bonus to AC."} {:name "Divine Strike", :description "At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8} {:name "Saint of Forge and Fire", :level 17, :description "At 17th level, your blessed affinity with fire and metal becomes more powerful:\n-You gain immunity to fire damage.\n-While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. "}], :level-modifiers [{:type :armor-prof, :value :heavy}], :option-pack "Xanathar's Guide To Everything", :name "Forge Domain", :cleric-spells {1 {0 :identify, 1 :searing-smite}, 2 {0 :heat-metal, 1 :magic-weapon}, 3 {0 :elemental-weapon, 1 :protection-from-energy}, 4 {0 :fabricate, 1 :wall-of-fire}, 5 {0 :animate-objects, 1 :creation}}, :key :forge-domain}, :college-of-glamour {:class :bard, :traits [{:name "Mantle of Inspiration", :level 3, :description "When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.\nAs a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. \nThe number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. "} {:level 3, :name "Enthralling Performance", :description "Starting at 3rd level, you can charge your performance with seductive, fey magic.\nIf you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.\nIf a target succeeds on its saving throw, the target has no hint that you tried to charm it.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. "} {:level 6, :name "Mantle of Majesty", :description "At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.\nAny creature charmed by you automatically fails its saving throw against the command you cast with this feature.\nOnce you use this feature, you can’t use it again until you finish a long rest. "} {:level 14, :name "Unbreakable Majesty", :description "At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.\nIn addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. \nOnce you assume this majestic presence, you can’t do so again until you finish a short or long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "College of Glamour", :key :college-of-glamour}, :samurai- {:class :fighter, :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills\nof your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one\nlanguage of your choice. ", :level 3, :name "Bonus Proficiency"} {:name "Fighting Spirit", :level 3, :description "Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.\nYou can use this feature three times, and you regain all expended uses of it when you finish a long rest. "} {:name "Elegant Courtier ", :description "Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.\nYour self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)."} {:name "Tireless Spirit ", :description "Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use."} {:name "Rapid Strike ", :description "Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. "} {:name "Strength before Death ", :description "Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.\nOnce you use this feature, you can’t use it again until you finish a long rest. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Samurai ", :key :samurai-}, :cavalier {:class :fighter, :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. ", :level 3, :name "Bonus Proficiency "} {:name "Born to the Saddle ", :level 3, :description "Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.\nFinally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed."} {:level 3, :name "Unwavering Mark", :description "Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.\nWhile it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.\nIn addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.\nRegardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:level 7, :description "At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.\nYou can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. ", :name "Warding Maneuver"} {:level 10, :name "Hold the Line", :description "At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn."} {:level 15, :name "Ferocious Charger", :description "Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. "} {:level 18, :name "Vigilant Defender", :description "Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Cavalier", :key :cavalier}, :way-of-the-kensei {:class :monk, :traits [{:description "When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons.\n\nKensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.", :level 3, :name "Path of the Kensei "} {:name "Kensei’s Shot", :level 3, :description "You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn."} {:name "Agile Parry", :description "If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.", :level 3} {:name "Way of the Brush", :level 3, :description "You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies. "} {:level 6, :name "Magic Kensei Weapons", :description "Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."} {:level 6, :name "Deft Strike", :description "When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns."} {:name "Sharpen the Blade", :level 11, :description "At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. "} {:name "Unerring Accuracy", :level 17, :description "At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Way of the Kensei", :key :way-of-the-kensei}, :college-of-whispers {:class :bard, :traits [{:name "Psychic Blades", :level 3, :description "When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.\nWhen you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.\nThe psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. "} {:level 3, :name "Words of Terror", :description "At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.\nIf you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.\nIf the target succeeds on its saving throw, the target has no hint that you tried to frighten it.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. "} {:level 6, :name "Mantle of Whispers", :description "At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.\nYou can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. \nWhile you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.\nAnother creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.\nOnce you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest. "} {:level 14, :name "Shadow Lore", :description "At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.\nAs an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.\nOn a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.\nThe charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.\nWhen the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name "College of Whispers", :key :college-of-whispers}, :the-celestial {:class :warlock, :traits [{:description "At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.\nAs a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.\nYour pool regains all expended dice when you finish a long rest.", :name "Healing Light"} {:name "Radiant Soul", :description "Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.", :level 6} {:name "Celestial Resilience", :level 10, :description "Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. "} {:name "Searing Vengeance", :level 14, :description "Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.\nOnce you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [{:type :spell, :value {:key :light, :ability :cha}} {:type :spell, :value {:key :sacred-flame, :ability :cha}}], :option-pack "Xanathar's Guide To Everything", :name "The Celestial", :warlock-spells {1 {0 :cure-wounds, 1 :guiding-bolt}, 2 {0 :flaming-sphere, 1 :lesser-restoration}, 3 {0 :daylight, 1 :revivify}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :greater-restoration}}, :key :the-celestial}}, :orcpub.dnd.e5/spells {:dawn {:description "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.\nWhen the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\nIf you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", :key :dawn, :school "evocation", :name "Dawn", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a sunburst pendant worth at least 100 gp", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :wizard true}, :range "60 feet"}, :summon-greater-demon {:description "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.\nRoll 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.\nAt 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.\nAs 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.\nAt 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.", :key :summon-greater-demon, :school "conjuration", :name "Summon Greater Demon", :duration "Concentration, up to 1 hour", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :material-component "a vial of blood from a humanoid killed within the past 24 hours", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :steel-wind-strike {:description "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.\nYou can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.", :key :steel-wind-strike, :school "conjuration", :name "Steel Wind Strike", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :material true, :material-component "a melee weapon worth at least 1 sp"}, :casting-time "1 action", :spell-lists {:sorcerer false, :ranger true, :wizard true}, :range "30 feet"}, :tenser-s-transformation {:description "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:\n-You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n-You have advantage on attack rolls that you make with simple and martial weapons.\n-When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n-You have proficiency with all armor, shields, simple weapons, and martial weapons.\n-You have proficiency in Strength and Constitution saving throws.\n-You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", :key :tenser-s-transformation, :school "transmutation", :name "Tenser’s Transformation", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a few hairs from a bull", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :druid-grove {:description "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\n\nSolid Fog: You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\n\nGrasping Undergrowth: You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\n\nGrove Guardians: You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\n\nAdditional Spell Effect: You can place your choice of one of the following magical effects within the warded area:\n-A constant gust of wind in two locations of your choice\n-Spike growth in one location of your choice\n-Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", :key :druid-grove, :school "abjuration", :name "Druid Grove", :duration "24 hours", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon"}, :casting-time "10 minutes", :spell-lists {:druid true}, :range "Touch"}, :crown-of-stars {:description "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.\nIf you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.", :key :crown-of-stars, :school "evocation", :name "Crown of Stars", :duration "1 hour", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :toll-the-dead {:description "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.\nThe 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).", :key :toll-the-dead, :school "necromancy", :name "Toll the Dead", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:cleric true, :warlock true, :wizard true}, :range "60 feet"}, :power-word-pain {:description "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.\nWhile 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.\nA 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.", :key :power-word-pain, :school "enchantment", :name "Power Word Pain", :duration "Instantaneous", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :enervation {:description "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.\nWhenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.\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.", :key :enervation, :school "necromancy", :name "Enervation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :mind-spike {:description "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.\nAt 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.", :key :mind-spike, :school "divination", :name "Mind Spike", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :wrath-of-nature {:description "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.\n\nGrasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\n\nTrees: 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.\n\nRoots 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.\n\nRocks: 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 hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.", :key :wrath-of-nature, :school "evocation", :name "Wrath of Nature", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "120 feet"}, :tiny-servant {:description "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.\nAs 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.\nWhen the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\nAt 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.", :key :tiny-servant, :school "transmutation", :name "Tiny Servant", :duration "8 hours", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range "Touch"}, :invulnerability {:description "You are immune to all damage until the spell ends.", :key :invulnerability, :school "abjuration", :name "Invulnerability", :duration "Concentration, up to 10 minutes", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "a small piece of adamantine worth at least 500 gp, which the spell consumes"}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :mighty-fortress {:description "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.\nThe 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.\nA 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.\nA 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.\nThe 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.\nAfter 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.\nCasting this spell on the same spot once every 7 days for a year makes the fortress permanent.", :key :mighty-fortress, :school "conjuration", :name "Mighty Fortress", :duration "Instantaneous", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :material-component "a diamond worth at least 500 gp, which the spell consumes", :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range "1 mile"}, :find-greater-steed {:description "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYou control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.\nThe mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\nYou can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.\nWhenever the mount disappears, it leaves behind any objects it was wearing or carrying.", :key :find-greater-steed, :school "conjuration", :name "Find Greater Steed", :duration "Instantaneous", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "10 minutes", :spell-lists {:paladin true}, :range "30 feet"}, :shadow-blade {:description "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 has 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.\nIf 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 hand.\nAt 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.", :key :shadow-blade, :school "illusion", :name "Shadow Blade", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :summon-lesser-demons {:description "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\n(d6) Demons Summoned\n(1–2) Two demons of challenge rating 1 or lower\n(3–4) Four demons of challenge rating 1/2 or lower\n(5–6) Eight demons of challenge rating 1/4 or lower\nThe 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.\nThe 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.\nAs 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.\nAt 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.", :key :summon-lesser-demons, :school "conjuration", :name "Summon Lesser Demons", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a vial of blood from a humanoid killed within the past 24 hours", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :illusory-dragon {:description "By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.\nWhen the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\nAs a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\nThe illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.", :key :illusory-dragon, :school "illusion", :name "Illusory Dragon", :duration "Concentration, up to 1 minute", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "120 feet"}, :healing-spirit {:description "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\nUntil the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.\nAs a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.", :key :healing-spirit, :school "conjuration", :name "Healing Spirit", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus action ", :spell-lists {:druid true, :ranger true}, :range "60 feet"}, :wall-of-light {:description "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.\nWhen 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.\nA creature that ends its turn in the wall’s area takes 4d8 radiant damage.\nUntil 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.\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.", :key :wall-of-light, :school "evocation", :name "Wall of Light", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a hand mirror", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :temple-of-the-gods {:description "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.\nYou 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.\nThe 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.\nThe 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 the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\nIn addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.\nFinally, 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).\nThe 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.\nCasting this spell on the same spot every day for a year makes this effect permanent.", :key :temple-of-the-gods, :school "conjuration", :name "Temple of the Gods", :duration "24 hours", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a holy symbol worth at least 5 gp", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:cleric true}, :range "120 feet"}, :zephyr-strike {:description "You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.\nOnce 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.", :key :zephyr-strike, :school "transmutation", :name "Zephyr Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :dragon-s-breath {:description "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.\nAt 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.", :key :dragon-s-breath, :school "transmutation", :name "Dragon’s Breath", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "a hot pepper"}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :wizard true}, :range "Touch"}, :catnap {:description "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.", :key :catnap, :school "enchantment", :name "Catnap", :duration "10 minutes", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :material true, :material-component "a pinch of sand"}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "30 feet"}, :sickening-radiance {:description "Dim, greenish light spreads within 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.\nWhen 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.", :key :sickening-radiance, :school "evocation", :name "Sickening Radiance", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :synaptic-static {:description "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.\nAfter 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.", :key :synaptic-static, :school "enchantment", :name "Synaptic Static", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :word-of-radiance {:description "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.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :word-of-radiance, :school "evocation", :name "Word of Radiance", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :material true, :material-component "a holy symbol"}, :casting-time "1 action", :spell-lists {:cleric true}, :range "5 feet"}, :scatter {:description "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.", :key :scatter, :school "conjuration", :name "Scatter", :duration "Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :shadow-of-moil {:description "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.\nUntil 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.", :key :shadow-of-moil, :school "necromancy", :name "Shadow of Moil", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "an undead eyeball encased in a gem worth at least 150 gp"}, :casting-time "1 action", :spell-lists {:warlock true}, :range "Self"}, :chaos-bolt {:description "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below:\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\nA creature can be targeted only once by each casting of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.", :key :chaos-bolt, :school "evocation", :name "Chaos Bolt", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true}, :range "120 feet"}, :abi-d-s-horrid-wilting {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.", :key :abi-d-s-horrid-wilting, :school "necromancy", :name "Abi-D.'s Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "a bit of sponge"}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :cause-fear {:description "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\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.", :key :cause-fear, :school "necromancy", :name "Cause Fear", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action ", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :infernal-calling {:description "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.\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.", :key :infernal-calling, :school "conjuration", :name "Infernal Calling", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a ruby worth at least 999 gp", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:warlock true, :wizard true}, :range "90 feet"}, :charm-monster {:description "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it 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 is friendly to you. When the spell ends, the creature knows it was charmed by you.\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. The creatures must be within 30 feet of each other when you target them.", :key :charm-monster, :school "enchantment", :name "Charm Monster", :duration "1 hour", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :life-transference {:description "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.\nAt 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.", :key :life-transference, :school "necromancy", :name "Life Transference", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :wizard true}, :range "30 feet"}, :guardian-of-nature {:description "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\n\nPrimal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:\n-Your walking speed increases by 10 feet.\n-You gain darkvision with a range of 120 feet.\n-You make Strength-based attack rolls with advantage.\n-Your melee weapon attacks deal an extra 1d6 force damage on a hit.\n\nGreat Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n-You gain 10 temporary hit points.\n-You make Constitution saving throws with advantage.\n-You make Dexterity- and Wisdom-based attack rolls with advantage.\n-While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. ", :key :guardian-of-nature, :school "transmutation", :name "Guardian of Nature", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :paladin true}, :range "Self"}, :mental-prison {:description "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.", :key :mental-prison, :school "illusion", :name "Mental Prison", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :psychic-scream {:description "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.\nEach 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.\nA stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.", :key :psychic-scream, :school "enchantment", :name "Psychic Scream", :duration "Instantaneous", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :danse-macabre {:description "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.\nYou can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\nThe creatures are under your control until the spell ends, after which they become inanimate once more.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.", :key :danse-macabre, :school "necromancy", :name "Danse Macabre", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :create-homunculus {:description "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus.\nThe statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death.\nYou can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.", :key :create-homunculus, :school "transmutation", :name "Create Homunculus", :duration "Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp"}, :casting-time "1 hour", :spell-lists {:wizard true}, :range "Touch"}, :enemies-abound {:description "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.", :key :enemies-abound, :school "enchantment", :name "Enemies Abound", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :ceremony {:description "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\n\nAtonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\n\nBless Water: You touch one vial of water and cause it to become holy water.\n\nComing of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\n\nDedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\n\nFuneral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.\n\nWedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", :key :ceremony, :school "abjuration", :name "Ceremony", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:material-component "25 gp worth of powdered silver, which the spell consumes", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :maddening-darkness {:description "Magical darkness spreads from a point you choose within 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.\nShrieks, 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.", :key :maddening-darkness, :school "evocation", :name "Maddening Darkness", :duration "Concentration, up to 10 minutes", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a drop of pitch mixed with a drop of mercury", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "150 feet"}, :holy-weapon {:description "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you 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, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.", :key :holy-weapon, :school "evocation", :name "Holy Weapon", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :primal-savagery {:description "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.\nThe spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", :key :primal-savagery, :school "transmutation", :name "Primal Savagery", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :negative-energy-flood {:description "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.\nIf 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.", :key :negative-energy-flood, :school "necromancy", :name "Negative Energy Flood", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a broken bone and a square of black silk", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :mass-polymorph {:description "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.\nEach 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.\nEach 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 hit 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.\nThe creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.\nThe target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.", :key :mass-polymorph, :school "transmutation", :name "Mass Polymorph", :duration "Concentration, up to 1 hour", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "a caterpillar cocoon"}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "120 feet"}, :thunder-step {:description "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.\nYou 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.\nAt 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.", :key :thunder-step, :school "conjuration", :name "Thunder Step", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :snare {:description "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.\nThis trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\nThe 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.\nA 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.\nAfter the trap is triggered, the spell ends when no creature is restrained by it.", :key :snare, :school "abjuration", :name "Snare", :duration "8 hours", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:material-component "25 feet of rope, which the spell consumes", :verbal false, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:druid true, :paladin true, :wizard true}, :range "Touch"}, :infestation {:description "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.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :infestation, :school "conjuration", :name "Infestation", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a living flea", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :far-step {:description "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.", :key :far-step, :school "conjuration", :name "Far Step", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :skill-empowerment {:description "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.\nYou 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.", :key :skill-empowerment, :school "transmutation", :name "Skill Empowerment", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "Touch"}, :soul-cage {:description "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.\n\nSteal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.\n\nQuery 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.\n\nBorrow 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.\n\nEyes 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.\nA 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.", :key :soul-cage, :school "necromancy", :name "Soul Cage", :duration "8 hours", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a tiny silver cage worth 100 gp", :verbal true, :somatic true, :material true}, :casting-time "1 reaction, which you take when a humanoid you can see within 60 feet of you dies", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}}, :orcpub.dnd.e5/feats {:orcish-fury {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Orcish Fury", :description "Prerequisite: Half-Orc\n- When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.\n- Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.", :key :orcish-fury}, :bountiful-luck {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Bountiful Luck", :description "Prerequisite: Halfling\nYour people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!\nWhen an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.\nWhen you use this ability, you can’t use your Lucky racial trait before the end of your next turn.", :key :bountiful-luck}, :drow-high-magic {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Drow High Magic", :description "Prerequisite: Elf(drow)\nYou learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.", :key :drow-high-magic}, :wood-elf-magic {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Wood Elf Magic", :description "Prerequisite: Elf(wood)\nYou learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the long strider and pass Without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.", :key :wood-elf-magic}, :prodigy {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Prodigy", :description "Prerequisite: Half-elf half-orc, or human\n- You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.\n- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.", :props {:language-choice 1}, :key :prodigy}, :dragon-fear {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Dragon Fear", :description "Prerequisite: Dragonborn\nInstead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.", :key :dragon-fear}, :second-chance {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Second Chance", :description "Prerequisite: Halfling\n- When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.", :key :second-chance}, :squat-nimbleness {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Squat Nimbleness", :description "Prerequisite: Dwarf or a Small race\nYou gain proficiency in the Acrobatics or Athletics skill (your choice). - You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.", :props {:speed 5, :skill-prof-or-expertise {:acrobatics false, :athletics false}}, :key :squat-nimbleness}, :fey-teleportation {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Fey Teleportation", :description "Prerequisite: Elf(high)\n. You learn to speak, read, and write Sylvan.\n. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.", :key :fey-teleportation}, :flames-of-phlegethos {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Flames of Phlegethos", :description "Prerequisite: Tiefling\n- When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\n- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.", :key :flames-of-phlegethos}, :infernal-constitution {:ability-increases #{:orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Infernal Constitution", :description "Prerequisite: Tiefling\nYou have advantage on saving throws against being poisoned.", :props {:damage-resistance {:cold true, :poison true}}, :key :infernal-constitution}, :dwarven-fortitude {:ability-increases #{:orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Dwarven Fortitude", :description "Prerequisite: Dwarf\nWhenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).", :key :dwarven-fortitude}, :elven-accuracy {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Elven Accuracy", :description "Prerequisite: Elf or Half-Elf\nWhenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once", :key :elven-accuracy}, :dragon-hide {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Dragon Hide", :description "Prerequisite: Dragonborn\nYou manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:\n- Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.\n- You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.", :key :dragon-hide}, :fade-away {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "Xanathar's Guide To Everything", :name "Fade Away", :description "Prerequisite: Gnome\nImmediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.", :key :fade-away}}, :orcpub.dnd.e5/selections {:arcane-shot {:options [{:name "Banishing Arrow", :description "You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\n"} {:name "Brute Bane Arrow", :description "You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class"} {:name "Bursting Arrow", :description "You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class."} {:name "Grasping\tArrow", :description "When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison and slashing damage both increase to 4d6 when you reach 18th level in this class."} {:name "Mind-Scrambling Arrow", :description "Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target. The psychic damage increases to 4d6 when you reach 18th level in this class."} {:name "Piercing Arrow", :description "You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class."} {:name "Seeking Arrow", :description "Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class."} {:name "Shadow Arrow", :description "You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class"}], :option-pack "Xanathars Guide to Everything (arandomstringofnum#2919)", :name "Arcane Shot", :key :arcane-shot}}}, "Fiskie" {:orcpub.dnd.e5/classes {:wizard-summoner {nil nil, :key :wizard-summoner, :level-modifiers [{:type :weapon-prof, :value :dagger} {:type :weapon-prof, :value :dart} {:type :weapon-prof, :value :sling} {:type :weapon-prof, :value :quarterstaff} {:type :weapon-prof, :value :crossbow-light}], :name "Wizard Summoner", :subclass-level 2, :option-pack "Fiskie", :subclass-title "School of Evocation/Eidolon Archetype", :spellcasting {:level-factor 1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil, :cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights :ray-of-frost :acid-splash :mage-hand :thorn-whip :booming-blade :minor-illusion :fire-bolt :mending :resistance :shocking-grasp :friends :chill-touch :true-strike :prestidigitation-new-variants- :poison-spray :light :blade-ward :thaumaturgy :prestidigitation :message :green-flame-blade}, 1 #{:armor-of-agathys :calder-s-starry-sky :last-image :thunderwave :power-word-attention :kiss-of-intoxication :scholar-s-touch :alarm :create-or-destroy-water :compelled-duel :instant-search :tensers-floating-disk :guiding-hand :simple-distillation :magical-tether :ray-of-sickness :detect-magic :color :web-bolt :cheat :sharptooth :earth-tremor :entangling-scarf :creeping-darkness :invisible-object :frost-fingers :suspend-disease :hail-of-thorns :exorcism :beast-bond :reveal-owner :sacred-guardian :shield :alpha-s-hunting-hound :insidious-rhythm :purify-food-and-drink :searing-smite :feather-fall :shadows :detect-evil-and-good :grease :healing-elixir :camouflage :ice-knife :magic-missile :darkray-s-enhanced-dagger :common-prayer :drawmij-s-scent-mask :quick-step 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:expeditious-retreat :animate-dead-animals :compass :entangle :animal-animosity :long-arm :weapon-bless :ceremony :tashas-hideous-laughter :augment-artistry :ladder :kiss-of-vampirism :absorb-elements :charm-person :arcane-voice :idea :catapult :hail-of-stone :guiding-bolt :detect-metals-and-minerals :ironthunder-horn :find-familiar :sanctuary :illusory-script :ironguts :detect-poison-and-disease :cure-wounds :mage-armor :segojan-s-armor :fist-of-stone :hellish-rebuke :banish-dazzle :burning-hands :death-candle :sleep :elemental-burst :secret-page :interrogation :color-spray :jump :snare :weapon-of-the-earth :hunters-mark :spirit-mask :divine-favor :goodberry :silent-image :arms-of-hadar :erase :chromatic-orb}, 2 #{:piercing-shriek :kallum-s-cold-frost :cook :heartfire :cordon-of-arrows :magic-mouth :tenser-s-hunting-hawk :crown-of-madness :augury :calm-emotions :zone-of-deception :kiss-of-the-toad :harvest-season :blessings-of-courage-and-life :decastave :favorable-wind :arcane-lock 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:stinking-cloud :barrier-reaver :falstaffe-s-ethereal-firestorm :bestow-curse-new-variants- :crusaders-mantle :remove-curse :venomdust :clairvoyance :nightscar :dispel-magic :detonate :hard-water :mindburn :blinding-smite :weapon-return :tiny-servant :create-food-and-water :lorloveim-s-creeping-shadow :doomhound :throbbing-bones :grasping-hands-of-horror :vampiric-touch :spirit-guardians :summon-lesser-demons :breathable-air :awaken-sin :scalding-spout :death-star :nondetection :aalldam-s-waterspray :mass-healing-word :create-magic-tattoo :hypnotic-pattern :agitate-wounds :crumble :catnap :vision-of-hell :attune-form :invisibility-purge :forceball :history :feign-death :sunscorch :meld-into-stone :glyph-of-warding :everfull-quiver :spirit-jaws :encrypt :dirge-of-discord :glyph-of-warding-new-variants- :shape-wood :amulet :otiluke-s-orb-of-containment :lay-of-the-land :teleport-object :legolath-s-weird-wildball :blades-of-fury :haste :ritual-strength :anonymous-interaction :dire-charm :call-society :whip-of-flame :transmute-gold-and-gems :life-transference :fly :tongues :revivify :magic-circle :iceball :ice-shape :major-image :slow :hunger-of-hadar :darkbolt :agra-s-ambush :euphoric-tranquility :wall-of-sand :amorphous-form :fool-s-speech :ward-of-the-season :frost-whip :wall-of-water :mass-camouflage :tidal-wave :downdraft :bolt-of-stone :enemies-abound :lightning-bolt :cloud-walk :dust-warriors :plant-growth :nystul-s-radiant-baton :iron-robes :eyes-of-the-sun :protection-from-energy :arboreal-hammer :flame-arrows :lightning-arrow :fireball :excruciating-deformation :undead-torch :mindlocked-messenger :lightning-rod :guardian-seal :wind-wall :entomb :bestow-curse :kiss-of-slavery :speak-with-dead :graymantle :erupting-earth :mystic-rope :memory-read :boon-of-fortune :bite-the-hand :beacon-of-hope :acid-lash :pander-s-whirlwind-travel :speak-with-plants :blossom :pilpin-s-orchestra :leomunds-tiny-hut :garinthrall-s-hideous-leech :water-walk :puppeteer :aura-of-vitality :fear :stunning-barrier :thunder-step :call-lightning :loathsome-veil :curse-tablet :seek-teleporter :phantom-steed :righteous-vigor :secret-light :mirror-sending :whisper-s-rune-of-protection :conceal-item :commune-with-spirit :gaseous-form}, 4 #{:searing-song :dimension-door :chilling-scythe :hold-spirit :summon-greater-demon :sleepwalking :log-to-lizard :watchful-ancestors :fabricate :shout :gregori-s-shadow :elemental-bane :ice-storm :tattoo-potion :guardian-weapon :displacement :rastor-s-mystical-spy :create-darkenbeast :gravel-vortex :nystul-s-blacklight-burst :confusion :blessed-abundance :beanstalk :wing-gifting :blast-of-sand :hallucinatory-terrain :instant-audience :glamden-s-jet :mystyk-s-backlash :diamond-spray :forced-repentance :dolorous-motes :blight :dominate-beast :leomunds-secret-chest :dance-of-the-unicorn :dwarkanath-s-tutor :find-greater-steed :conjure-minor-elementals :banishment :polymorph :storm-sphere :locate-creature :evards-black-tentacles :darsson-s-potion :sargasso :shadow-play :item :fire-shield :kiss-of-torment :sonoric-s-minions :sinister-surroundings :grasping-vine :sickening-radiance :tough-crowd :bigby-s-force-sculpture :control-water :glassee :mass-swim :shadow-of-moil :glory-of-the-martyr :watery-sphere :infected-wounds :wall-of-fire :mordenkainens-faithful-hound :mass-protection-from-evil-and-good :know-customs :shadowstrike :rusting-grasp :tentacles :lightning-shield :aura-of-life :charm-monster :explosion-of-rot :fellstar-s-flaming-water :entrap-spirit :giant-insect :guardian-of-nature :terrain-bond :divination :hibernation :dimensional-anchor :vander-s-librarian :aura-of-purity :breed-true :return-to-earth :alcoreax-s-icetrail :sethron-s-fearful-baying :possess :chaotic-vision :cape-of-wasps :burst-with-light :malicious-spite :freedom-of-movement :chant :hurl-thunderbolt :godly-protection :strong-jaw :alpha-s-shadowfire :cursed-blade :sleepcloud :projected-magnification :mirage :vitriolic-sphere :shoulder-burden :wall-of-sound :guardian-of-faith :needlestorm :crushing-despair :animal-call :talon-s-skitmaster :reprobation :conjure-woodland-beings :mordenkainens-private-sanctum :favor-of-the-flying-horse :siren-song :otilukes-resilient-sphere :stone-bridge :greater-invisibility :phantasmal-killer :fool-s-gold :arcane-eye :lava-bolt :augmenting-wall :alpha-s-chill-of-the-void :sunbolt :burning-blood :sticks-to-snakes :otto-s-drums :death-ward :stone-shape :whisper-s-storm-of-darkness :animate-flame :compulsion :good-hope :stoneskin :staggering-smite :bloodsworn-retribution}, 5 #{:dawn :conjure-divine-minion :creation :cloud-of-purification :greater-restoration :steel-wind-strike :motion :sarcophagus-of-death :seeming :rain-of-blood :cobaltas-thunder :passwall :cloudkill :commune-with-nature :irnar-s-fast-pregnancy :transmute-rock-new-variants- :kiss-of-sleep :animate-objects :draw-upon-holy-might :alpha-s-blue-blaze :ironguard :enervation :animal-transfer :dweomervessel :old-salt-s-curse :soulfire :cone-of-force :hypnosis :wrath-of-nature :cone-of-fire :mass-cure-wounds :sacremon-s-acid-wit :battletide :favor-of-the-ocean-winds :conjure-barrage :commune :sentry-skull :wall-of-limbs :transmute-rock :deadly-feast :awaken :blood-of-fire :sand-shroud :thornwrack :disfiguring-touch :wall-of-light :dispel-evil-and-good :antilife-shell :airy-water :raise-dead :conjure-beast-spirits :feldegast-s-altered-appearance :dominate-person :azura-s-soul-whip :control-winds :mind-fog :insect-plague :synaptic-static :magnifying-chime :cone-of-cold :blizzard :cone-of-acid :love-charm :hold-monster :refusal :resounding-blow :wingbind :destructive-smite :mark-of-justice :alpha-s-starshield :kiss-of-weakness :alpha-s-heat-lightning :imprison-possessor :impregnate :infernal-calling :rar-s-telepathic-bond :impenetrable-falsehood :swift-quiver :globe-of-tranquil-water :shadowcat :visage-of-the-deity :create-room :teleportation-circle :mass-protection-from-energy :darkray-s-powerguard :eliminate-air :metal-shape :resist-magic :planar-binding :maelstrom :dream :danse-macabre :acid-fog :transmute-bone-to-steel :tentacle-of-withering :fireward :vanishing-weapon :tree-stride :flame-strike :sensory-deprivation :spirit-scream :bigbys-hand :soul-safe :mass-sanctuary :forcewhip :legend-lore :wall-of-force :hallow :illusory-feast :joyful-rapture :mislead :conjure-elemental :prosthesis :stone-tell :holy-weapon :glyph-of-revealing :lightbow :flaming-symbol :wall-of-stone :darklight-s-stapling-spikes :contact-other-plane :reincarnate :modify-memory :telekinesis :contagion :darkray-s-tracer :force-shapechange :flesh-to-ice :archon-s-trumpet :force-blast :scrying :negative-energy-flood :banishing-smite :ballant-s-stonesplit :sand-storm :rary-s-replay :immolation :geas :mass-curse-of-ill-fortune :wall-of-ooze :vanquil-s-drifting-blizzard :flexible-force-field :chromatic-blade :bestow-enchantment :circle-of-power :conjure-volley :telepathic-broadcast :far-step :skill-empowerment :bolt-s-hellish-hail :nature-s-charm}, 6 #{:tattoo-of-power :move-snow-and-ice :transport-via-plants :move-earth :earthmaw :tenser-s-transformation :explosive-head :planar-ally :globe-of-invulnerability :rising-rot :scalesnare :druid-grove :thousand-needles :hammer-of-retribution :programmed-illusion :dusts-of-death :chain-lightning :mass-suggestion :tyvek-s-temporary-inner-strength :magic-jar :wall-of-ice :sunbeam :symphonic-nightmare :sheets-of-venom :feast-on-fear :curse-of-disgust :scramble-portal :ironwood :dardan-s-desiccation :investiture-of-ice :eye-of-curses :spell-catcher :sheets-of-lightning :sheets-of-fire :battle-of-wills :overland-flight :forbiddance :harm :lightning-curtain :flesh-to-ooze :jungle-s-rapture :starharp :blade-barrier :major-curse :scatter :dheryth-s-energy-globe :arcane-gate :learn-language :true-seeing :find-the-path :seal-portal :sheets-of-acid :tasirin-s-haunted-sleep :drawmijs-instant-summons :heroes-feast :psychic-drain :valcon-s-spectral-army :mental-prison :flesh-to-stone :korel-s-wisdom-beyond-death :sheets-of-frost :imbue-with-purpose :teleport-trap :wall-of-thorns :arrow-of-bone :unburn :ottos-irresistible-dance :create-homunculus :catching-chain :ghost-trap :true-name :bones-of-the-earth :distort-life :otilukes-freezing-sphere :consume-likeness :aria-of-the-victorious-knights :wind-walk :heal :shadowguard :disintegrate :word-of-recall :horn-of-plenty :contingency :pied-piping :obedience :conjure-fey :investiture-of-wind :conjure-shadows :guards-and-wards :dissension :investiture-of-stone :eyebite :skylight-blade :kevin-s-holy-rain :gullship :nature-s-exile :primordial-ward :investiture-of-flame :prophecy :create-undead :circle-of-death :obold-s-brightness :shandaril-s-tracer :hovering-road :ironskin :soul-cage}, 7 #{:whirlwind :sequester :mordenkainens-sword :prismal-s-pictograph :right-of-might :power-word-vaporize :nilspace-doorway :lestat-s-legion :simulacrum :crown-of-stars :power-word-pain :sand-gems :otiluke-s-siege-sphere :flame-harvest :radiant-assault :rain-of-roses :prismatic-spray :darklight-s-tattooed-creature :blood-burn :cloud-of-death :water-survival :seven-eyes :conjure-celestial :darklight-s-planar-weapon :symbol :create-shade :divine-word :fellstar-s-flame-fog :temple-of-the-gods :mordenkainens-magnificent-mansion :regenerate :soul-anchor :forcecage :create-quasimancer :power-word-sleep :nature-s-avatar :fog-of-nightmares :rain-of-terror :delayed-blast-fireball :legal-thoughts :touch-of-the-styx :timed-stasis :deathwalk :plane-shift :endless-dance :animate-golem :moment-of-prescience :hungry-darkness :alpha-s-comet :project-image :seal-of-destiny :half-blood-extraction :mass-dominate-person :animate-dead-monster :fortunate-fate :starmantle :reverse-gravity :etherealness :heartbreaker :kiss-of-the-nereid :blood-to-water :teleport :terror :wither-limb :glassteel :probe-thoughts :fiction :gunther-s-kaleidoscopic-strike :mirage-arcane :rain-of-embers :fire-storm :cyclone-chariot :darklight-s-finger-of-ice :descent-into-madness :finger-of-death :diamondblade :demand :nymph-s-beauty :resurrection :nine-lives :holy-star :darklight-s-tattooed-item :otiluke-s-fire-and-ice :undead-army :channel-flame :symbol-new-variants-}, 8 #{:glibness :circle-of-blindness :abi-dalzim-s-horrid-wilting :kiri-s-soul-transfer :khelben-s-blackstaff :screen :aging :smite :feeblemind :submerge-ship :heart-and-soul :year-stealing :laeral-s-invisible-blade :mighty-fortress :tsunami :illusory-dragon :glass-storm :hellfire-ray :create-watchghost :storm :longevity :renew-deposit :magic-susceptibility :chariot-of-the-gods :giant-size-minute-size :whisper-s-damage-transference :abi-d-s-horrid-wilting :control-weather :antipathy-sympathy :eternal-rest :succor :stormrage :lightning-storm :holy-aura :suffocate :tyvek-s-immortal-words :dominate-monster :clone :airboat :orko-s-elemental-triad :telepathy :maze :sheath :earthquake :bite-of-the-king :sunburst :mass-contagion :maddening-darkness :heart-of-stone :animal-shapes :demiplane :mind-blank :power-word-stun :flensing :hornung-s-random-dispatcher :lifeblend :mordenkainen-s-capable-caravel :antimagic-field :power-word-blind :mirage-of-despair :field-of-icy-razors :quench-the-spirit :crown-of-angels :incendiary-cloud}, 9 #{:heart-call :storm-of-vengeance :power-drain :naked-fury :kiss-of-death :meteor-swarm :black-blade-of-disaster :imprisonment :rip-life :ancient-curse :feeblebody :bilocation :call :bad-medicine :estate-transference :invulnerability :arcane-tunnel :cursed-earth :prismatic-beam :astral-projection :stop-the-sun :power-word-kill :ride-the-lightning :true-polymorph :wish :coalthirst-s-universal-mindbender :time-stop :darklight-s-creeping-curse-of-frost :mass-heal :weird :skip-day :chain-madness :whisper-s-mass-teleport :psychic-scream :tharos-temporal-study :lorth-s-translocation :true-creation :avatar :gate :elminster-s-effulgent-epuration :mass-flesh-to-stone :eternity-of-torture :prismatic-wall :ivy-siege :crystalbrittle :power-word-heal :foresight :mass-true-seeing :true-resurrection :shapechange :skycastle :harp-of-war :mass-polymorph :create-life :power-word-banish}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true, :orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/cha true}, :skill-options {:choose 2, :options {:arcana true, :history true, :insight true, :investigation true, :medicine true, :religion true}}, :skill-expertise-options {:options {:religion true, :persuasion true, :investigation true, :perception true, :animal-handling true, :nature true, :intimidation true, :arcana true, :insight true}}}, :hit-die 8, :traits [{:name "Bond Senses", :description "Starting at 2nd level, a summoner can, as an action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. While doing so, the summoner is completely blind, deaf, unfeeling and cannot taste until they end the effect. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a bonus action.", :level 2} {:name "Maker's Call", :level 6, :description "At 6th level, as an action, a summoner can call his eidolon to his side. This functions as the spell dimension door. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th."} {:name "Shield Ally", :level 14, :description "Beginning at 14th level, whenever a friendly creature is adjacent to the Eidolon, it receives half cover."} {:name "Life Bond", :level 18, :description "Beginning at 18th level, a summoner's life becomes linked to his Eidolon's. Whenever either the Eidolon or the Summoner takes damage, as a reaction either may sacrifice hit points up to the amount of the damage taken, and not in excess of their current hit points. If they do, they prevent damage equal to the number of hit points lost this way."} {:name "Twin Eidolon", :description "At 20th level, a summoner and his eidolon share a true connection. As an action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, drop to the ground or be worn if it makes sense for him to wear it in the form of his eidolon. Items with continuous effects continue to function while absorbed in this way. The summoner loses access to their class levels while in this form, as well as his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon's evolutions, additionally the summoner gains the difference in health from his eidolon (if it has more) as temporary hit points. To exit this form, the summoner must use a separate action, otherwise he can stay this way for as long as they want.", :level 20} {:name "Arcane Recovery", :description "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.\n\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots."} {:name "Spell Mastery", :description "\nAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\n\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels."} {:name "Signature Spells", :description "When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\n\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal."}]}, :wizard-summoner-21-40 {nil nil, :key :wizard-summoner-21-40, :level-modifiers [], :name "Wizard Summoner 21-40", :option-pack "Fiskie", :spellcasting {:level-factor 1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw :wizard}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true, :orcpub.dnd.e5.character/cha true}, :skill-options {:choose 2, :options {:arcana true, :history true, :insight true, :investigation true, :medicine true, :religion true}}, :skill-expertise-options {:choose 2, :options {:religion true, :persuasion true, :investigation true, :perception true, :history false, :animal-handling true, :nature true, :intimidation true, :arcana true, :insight true, :medicine false}}}, :hit-die 8, :traits []}}, :orcpub.dnd.e5/subclasses {:school-of-evocation-eidolist {:class :wizard-summoner, :traits [{:name "Evocation Savant", :description "\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.", :level 2} {:name "Sculpt Spells", :level 2, :description "Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.\n\n"} {:name "Potent Cantrip", :description "Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.\n\n", :level 6} {:name "Empowered Evocation", :description "Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.\n\n", :level 10} {:name "Overchannel", :description "\nStarting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.\n\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.", :level 14} {:description "Beginning at 7th level, an Eidolist can summon one of two eidolons as an action. The second eidolons build of your choosing. Only one eidolon can be summoned at a time. You also only need a long rest before you can change the characteristics of one of the eidolons builds.", :level 7, :name "Strong Bond"} {:name "Merge Forms", :description "At 15th level, as an action, an Eidolist can touch his Eidolon and the two can merge forms. This transformation includes all of the summoner's gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).\n\nThe summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner's gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon's actions while merged, can perceive through its senses, and can speak through its voice.\n\nAn Eidolist can end this effect at any time as a bonus action. The Eidolist emerges in a square adjacent to the Eidolon if able. If the Eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of force damage, and is stunned for 1 minute.", :level 15}], :level-modifiers [], :option-pack "Fiskie", :name "School of Evocation/Eidolist", :key :school-of-evocation-eidolist}}, :orcpub.dnd.e5/races {:doppelganger {:key :doppelganger, :speed 35, :name "Doppelganger", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Fiskie", :profs {:skill-options {:options {:deception true, :insight true, :stealth true}, :choose 2}}, :languages #{"Common"}, :props {:lizardfolk-ac true}, :traits [{:name "Shapechanger", :description "The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."} {:name "Slippery Mind", :description "The doppelganger is immune to the charmed condition."} {:name "Surprise Attack", :description "In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. If the doppelganger takes the Attack action during the first round of combat, it may make one additional attack as a bonus action."} {:description "The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.", :name "Read Thoughts"}]}}}, "Volo's Guide to Monsters" {:orcpub.dnd.e5/races {:kenku {:key :kenku, :speed 30, :name "Kenku", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :profs {:skill-options {:choose 2, :options {:acrobatics true, :deception true, :sleight-of-hand true, :stealth true}}}, :languages #{"Common"}, :traits [{:name "Expert Forgery", :description "You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects."} {:name "Mimicry", :description "You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check."}]}, :yuan-ti-pureblood {:key :yuan-ti-pureblood, :speed 30, :name "Yuan-Ti Pureblood", :darkvision 60, :spells [{:value {:key :poison-spray, :ability :orcpub.dnd.e5.character/cha}}], :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Abyssal" "Draconic"}, :props {:damage-immunity {:poison true}}, :traits [{:name "Innate Spellcasting", :description "You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells."} {:name "Magic Resistance", :description "You have an advantage on saving throws against spells and other magical effects."}]}}}, "UA - Ranger Revised - (NineArtsDragon#3773)" {:orcpub.dnd.e5/selections {:hunters-prey {:options [{:name "Colossus Slayer", :description "Deal an extra 1d8 damage with an attack if the creature has less than its maximum HP (use once/turn)."} {:name "Giant Killer", :description "When a Large or larger creature within 5 ft attacks you, you can use your reaction to make one attack against that creature if you can see them."} {:name "Horde Breaker", :description "When you attack one creature, attack another creature within 5 feet of it with the same action (use once/turn)."}], :option-pack "UA Ranger Revised", :name "Hunter's Prey", :key :hunters-prey}, :defensive-tactics {:options [{:name "Escape the Horde", :description "Opportunity attacks against you are made with disadvantage."} {:name "Multiattack Defense", :description "When a creature hits you with an attack, you gain +4 AC against that creatures attacks for the rest of the turn."} {:name "Steel Will", :description "Advantage on saving throws against being frightened."}], :name "Defensive Tactics", :option-pack "UA Ranger Revised", :key :defensive-tactics}, :multiattack {:options [{:name "Volley", :description "As an action, make separate ranged attacks against any number of creatures within 10ft of a point within your weapon's range. You must have ammunition for each target."} {:name "Whirlwind Attack", :description "As an action, make separate melee attacks against each creature within 5ft of you."}], :name "Multiattack", :option-pack "UA Ranger Revised", :key :multiattack}, :superior-hunters-defense {:options [{:name "Evasion", :description "When you succeed on a DEX save to take half damage, you take none, if you fail, you take half."} {:name "Stand Against the Tide", :description "As a reaction, force a creature that misses you with a melee attack to repeat the same attack against another creature of your choice."} {:name "Uncanny Dodge", :description "As a reaction, halve the damage from an attack that you can see."}], :name "Superior Hunter's Defense", :option-pack "UA Ranger Revised", :key :superior-hunters-defense}, :animal-companion {:options [{:name "Ape", :description "Stats on pg 317 of the Monster Manual. They lose their multiattack feature. "} {:name "Black Bear", :description "Stats on pg 318 of the Monster Manual. They lose their multiattack feature."} {:name "Boar", :description "Stats on pg 319 of the Monster Manual."} {:name "Giant Badger", :description "Stats on pg 323 of the Monster Manual."} {:name "Giant Weasel", :description "Stats on pg 329 of the Monster Manual."} {:name "Mule", :description "Stats on pg 333 of the Monster Manual."} {:name "Panther", :description "Stats on pg 333 of the Monster Manual."} {:name "Wolf", :description "Stats on pg 341 of the Monster Manual."} {:name "Other", :description "Typically, any beast that is medium or smaller, has 15 or fewer HP, and cannot deal more than 8 damage with a single attack can be your animal companion. Recommended CR is 1/4 or lower, but work with your DM to find an appropriate companion."}], :name "Animal Companion", :option-pack "UA Ranger Revised", :key :animal-companion}}, :orcpub.dnd.e5/classes {:ranger-revised- {:key :ranger-revised-, :level-modifiers [], :name "Ranger (Revised)", :subclass-level 3, :option-pack "UA Ranger Revised", :subclass-title "Hunter Conclave", :ability-increase-levels [4 8 12 16 19], :hit-die 10, :traits []}}, :orcpub.dnd.e5/subclasses {:beast-conclave {:class :ranger-revised-, :traits [{:name "Coordinated Attack", :level 5, :description "When you use the Attack action, if your companion can see you it can attack as a reaction. "} {:level 7, :name "Beast's Defense", :description "While your companion can see you, it has advantage on all saving throws."} {:name "Storm of Claws and Fangs", :level 11, :description "You companion can use its action to make melee attacks against all creatures within 5 ft."} {:level 15, :name "Superior Beast's Defense", :description "As a reaction, your companion can halve the damage of an attack it can see."} {:name "Animal Companion", :level 3, :description "Spend 8 hours and 50gp to summon an animal to serve as your companion. You can only have one animal companion at a time. If your companion is slain, you can spend 8 hours and 25gp to return them to life."} {:name "Companion's Bond", :level 3, :description "Your companion gains a variety of benefits while it is linked to you. These benefits are vast and alter the stats of your animal companion. To determine your companion's stats, see UA Ranger Revised (https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf)."}], :level-modifiers [], :option-pack "UA Ranger Revised", :name "Beast Conclave", :key :beast-conclave, :level-selections [{:type :animal-companion, :level 3}]}, :deep-stalker-conclave {:class :ranger-revised-, :traits [{:level 3, :name "Underdark Scout", :description "+10 movement bonus and one extra attack when you use the Attack action during your first turn of combat. Creatures with darkvision gain no benefit when attempting to detect you in dark or dim conditions, or when you can hide from a creature."} {:name "Iron Mind", :level 7, :description "You gain proficiency in Wisdom saving throws."} {:name "Stalker's Flurry", :level 11, :description "When you miss with an attack, you can make another (once per turn)."} {:level 15, :name "Stalker's Dodge", :description "When a creature attacks you without advantage, you can use your reaction to impose disadvantage. You can use this feature before or after the attack is made, but before the result is determined."}], :level-modifiers [{:type :spell, :value {:level 1, :ability :wis, :key :disguise-self}, :level 3} {:type :spell, :level 5, :value {:level 2, :ability :wis, :key :rope-trick}} {:type :spell, :level 9, :value {:level 3, :ability :wis, :key :glyph-of-warding}} {:type :spell, :level 13, :value {:level 4, :ability :wis, :key :greater-invisibility}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key :seeming}} {:type :num-attacks, :level 5, :value 2}], :option-pack "UA Ranger Revised", :name "Deep Stalker Conclave", :key :deep-stalker-conclave}, :hunter-conclave {:class :ranger-revised-, :traits [], :level-modifiers [{:type :num-attacks, :level 5, :value 2}], :option-pack "UA Ranger Revised", :name "Hunter Conclave", :level-selections [{:type :hunters-prey, :level 3} {:type :defensive-tactics, :level 7} {:type :multiattack, :level 11} {:type :superior-hunters-defense, :level 15}], :key :hunter-conclave}}}, "Guildmaster's guide to Ravnica" {:orcpub.dnd.e5/races {:vedalken- {:key :vedalken-, :speed 30, :name "Vedalken ", :abilities {:orcpub.dnd.e5.character/int 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Guildmaster's guide to Ravnica", :profs {:skill-options {:options {:arcana true, :history true, :investigation true, :medicine true, :performance true, :sleight-of-hand true}}}, :languages #{"Common"}, :traits [{:name "Vedalken Dispassion", :description "You have advantage on all Intelligence, Wisdom, and Charisma saving throws"} {:name "Tireless Precision", :description "Whenever you make an ability check with the chosen skill or tool, roll a d4, and add the number rolled to the check’s total."}]}}}}