diff --git a/api_v2/management/commands/import.py b/api_v2/management/commands/import.py
index 96ee0f92..33453d89 100644
--- a/api_v2/management/commands/import.py
+++ b/api_v2/management/commands/import.py
@@ -2,6 +2,7 @@
import json
import glob
+from django.apps import apps
from django.core.management import call_command
from django.core.management.base import BaseCommand
from django.db import IntegrityError, connection
@@ -53,28 +54,38 @@ def handle(self, *args, **options) -> None:
# Check constraints after all data is loaded
self._check_constraints()
- self.stdout.write('All foreign key constraints validated successfully.')
-
+ self.stdout.write(self.style.SUCCESS('All foreign key constraints validated successfully.'))
+
+ # Validate choice fields on all models
+ self._validate_choices()
+ self.stdout.write(self.style.SUCCESS('All choice field constraints validated successfully.'))
+
except IntegrityError as e:
# Re-enable foreign key checks even if there was an error
self._enable_foreign_key_checks()
-
- self.stdout.write(self.style.ERROR(
- f'Data import completed but foreign key constraint validation failed.'
- ))
- self.stdout.write(self.style.ERROR(f'Error details: {e}'))
-
- # Extract and format the violation details for a clear worklist
- if "Foreign key constraint violations found:" in str(e):
- violations = str(e).split("Foreign key constraint violations found:\n")[1]
+
+ error_str = str(e)
+ if "Foreign key constraint violations found:" in error_str:
+ violations = error_str.split("Foreign key constraint violations found:\n")[1]
self.stdout.write(self.style.ERROR('\nFOREIGN KEY CONSTRAINT VIOLATIONS - WORKLIST:'))
for violation in violations.split('\n'):
if violation.strip():
self.stdout.write(self.style.ERROR(f' • {violation}'))
-
- self.stdout.write(self.style.ERROR(
- '\nData import FAILED due to foreign key constraint violations.'
- ))
+ self.stdout.write(self.style.ERROR(
+ '\nData import FAILED due to foreign key constraint violations.'
+ ))
+ elif "Choice field constraint violations found:" in error_str:
+ violations = error_str.split("Choice field constraint violations found:\n")[1]
+ self.stdout.write(self.style.ERROR('\nCHOICE FIELD CONSTRAINT VIOLATIONS - WORKLIST:'))
+ for violation in violations.split('\n'):
+ if violation.strip():
+ self.stdout.write(self.style.ERROR(f' • {violation}'))
+ self.stdout.write(self.style.ERROR(
+ '\nData import FAILED due to choice field constraint violations.'
+ ))
+ else:
+ self.stdout.write(self.style.ERROR(f'Data import FAILED: {e}'))
+
self.stdout.write(self.style.WARNING(
'Fix the above violations and re-run the import.'
))
@@ -116,6 +127,30 @@ def _check_constraints(self):
except Exception as e:
raise IntegrityError(f"Foreign key constraint validation failed: {e}")
+ def _validate_choices(self):
+ """Check that all choice-constrained fields contain only valid values."""
+ violations = []
+ for model in apps.get_app_config('api_v2').get_models():
+ choice_fields = [
+ f for f in model._meta.get_fields()
+ if hasattr(f, 'choices') and f.choices
+ ]
+ if not choice_fields:
+ continue
+ valid_values = {f.name: {k for k, _ in f.choices} for f in choice_fields}
+ for obj in model.objects.all():
+ for field in choice_fields:
+ value = getattr(obj, field.name)
+ if value is not None and value not in valid_values[field.name]:
+ violations.append(
+ f"{model.__name__} pk={obj.pk!r}: "
+ f"{field.name}={value!r} not in choices"
+ )
+ if violations:
+ raise IntegrityError(
+ "Choice field constraint violations found:\n" + "\n".join(violations)
+ )
+
def _load_files_individually(self, fixture_filepaths):
"""Load fixture files one by one to identify which one causes the foreign key error."""
loaded_count = 0
diff --git a/api_v2/migrations/0075_alter_spell_target_type_nullable.py b/api_v2/migrations/0075_alter_spell_target_type_nullable.py
new file mode 100644
index 00000000..26e18a92
--- /dev/null
+++ b/api_v2/migrations/0075_alter_spell_target_type_nullable.py
@@ -0,0 +1,18 @@
+# Generated by Django 5.2.14 on 2026-05-19 22:21
+
+from django.db import migrations, models
+
+
+class Migration(migrations.Migration):
+
+ dependencies = [
+ ('api_v2', '0074_alter_creature_challenge_rating'),
+ ]
+
+ operations = [
+ migrations.AlterField(
+ model_name='spell',
+ name='target_type',
+ field=models.TextField(blank=True, choices=[('creature', 'Creature'), ('object', 'Object'), ('point', 'Point'), ('area', 'Area')], help_text='Spell target type key.', null=True),
+ ),
+ ]
diff --git a/api_v2/models/spell.py b/api_v2/models/spell.py
index db7647ba..65dbfb43 100644
--- a/api_v2/models/spell.py
+++ b/api_v2/models/spell.py
@@ -41,6 +41,8 @@ class Spell(HasName, HasDescription, FromDocument):
# Casting target requirements of the spell instance SHOULD BE A LIST
target_type = models.TextField(
+ null=True,
+ blank=True,
choices = SPELL_TARGET_TYPE_CHOICES,
help_text='Spell target type key.')
diff --git a/api_v2/tests/test_objects.py b/api_v2/tests/test_objects.py
index 652260fa..85474d86 100644
--- a/api_v2/tests/test_objects.py
+++ b/api_v2/tests/test_objects.py
@@ -6,6 +6,42 @@
API_BASE = f"http://localhost:8000"
+VALID_CASTING_TIME = {
+ 'reaction', 'bonus-action', 'action', 'turn', 'round',
+ '1minute', '5minutes', '10minutes',
+ '1hour', '4hours', '7hours', '8hours', '9hours', '12hours', '24hours',
+ '1week',
+}
+VALID_TARGET_TYPE = {'creature', 'object', 'point', 'area'}
+VALID_SHAPE_TYPE = {'cone', 'cube', 'cylinder', 'line', 'sphere'}
+VALID_DURATION = {
+ 'instantaneous', 'instantaneous or special',
+ '1 turn', '1 round', 'concentration + 1 round',
+ '2 rounds', '3 rounds', '4 rounds', '1d4+2 rounds', '5 rounds', '6 rounds', '10 rounds',
+ 'up to 1 minute', '1 minute', '1 minute, or until expended', '1 minute, until expended',
+ '5 minutes', '10 minutes', '1 minute or 1 hour',
+ 'up to 1 hour', '1 hour', '1 hour or until triggered',
+ '2 hours', '3 hours', '1d10 hours', '6 hours', '2-12 hours', 'up to 8 hours', '8 hours',
+ '1 hour/caster level', '10 hours', '12 hours',
+ '24 hours or until the target attempts a third death saving throw', '24 hours',
+ '1 day', '3 days', '5 days', '7 days', '10 days', '13 days', '30 days',
+ '1 year', 'special',
+ 'until dispelled or destroyed', 'until destroyed', 'until dispelled',
+ 'until cured or dispelled', 'until dispelled or triggered',
+ 'permanent until discharged', 'permanent; one generation', 'permanent',
+}
+
+
+def _fetch_all_spells():
+ spells = []
+ url = f"{API_BASE}/v2/spells/?limit=500"
+ while url:
+ data = requests.get(url, headers={'Accept': 'application/json'}).json()
+ spells.extend(data['results'])
+ url = data.get('next')
+ return spells
+
+
class TestSpellCastingOptions:
"""Tests to validate spell casting options data integrity."""
@@ -42,6 +78,42 @@ def test_no_duplicate_casting_option_types(self):
assert not spells_with_duplicates, \
f"Spells with duplicate casting option types: {spells_with_duplicates}"
+ def test_all_spell_casting_times_are_valid(self):
+ """All spells must have a casting_time value that matches the enumerated choices."""
+ violations = [
+ f"{s['key']}: casting_time={s['casting_time']!r}"
+ for s in _fetch_all_spells()
+ if s.get('casting_time') not in VALID_CASTING_TIME
+ ]
+ assert not violations, f"Spells with invalid casting_time: {violations}"
+
+ def test_all_spell_target_types_are_valid(self):
+ """All spells with a target_type must use an enumerated choice value."""
+ violations = [
+ f"{s['key']}: target_type={s['target_type']!r}"
+ for s in _fetch_all_spells()
+ if s.get('target_type') is not None and s['target_type'] not in VALID_TARGET_TYPE
+ ]
+ assert not violations, f"Spells with invalid target_type: {violations}"
+
+ def test_all_spell_shape_types_are_valid(self):
+ """All spells with a shape_type must use an enumerated choice value."""
+ violations = [
+ f"{s['key']}: shape_type={s['shape_type']!r}"
+ for s in _fetch_all_spells()
+ if s.get('shape_type') is not None and s['shape_type'] not in VALID_SHAPE_TYPE
+ ]
+ assert not violations, f"Spells with invalid shape_type: {violations}"
+
+ def test_all_spell_durations_are_valid(self):
+ """All spells must have a duration value that matches the enumerated choices."""
+ violations = [
+ f"{s['key']}: duration={s['duration']!r}"
+ for s in _fetch_all_spells()
+ if s.get('duration') not in VALID_DURATION
+ ]
+ assert not violations, f"Spells with invalid duration: {violations}"
+
class TestObjects:
diff --git a/data/v2/somanyrobots/spells-that-dont-suck/Spell.json b/data/v2/somanyrobots/spells-that-dont-suck/Spell.json
index 3225ed8e..26d66ff1 100644
--- a/data/v2/somanyrobots/spells-that-dont-suck/Spell.json
+++ b/data/v2/somanyrobots/spells-that-dont-suck/Spell.json
@@ -10,10 +10,10 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You touch a creature, modifying it for a specific environment. The target chooses one of the following options for the duration. It can end one option as an action to gain the benefits of a different one. The spell ends if you cast it again or dismiss it as an action.\n\n - The creature grows gills and webbing between its digits. It can breathe underwater and gains a swimming speed equal to its walking speed.\n\n - The creature grows a membrane between its limbs. When the creature falls, it can use its reaction to subtract up to 100 feet from the fall when calculating falling damage and can glide horizontally a number of feet equal to its walking speed.\n\n - The creature grows a prehensile tail. The tail has a 5-foot reach and can lift a number of pounds equal to five times the creature’s Strength score. It can grasp, lift, drop, hold, push, or pull an object or a creature, open or close a door or a container, grapple someone, or make an unarmed strike.\n\n - The creature’s appearance changes. For the duration, it can use an action to change its height, weight, facial features, voice, hair length and coloration, and distinguishing characteristics. It cannot change its size or number of limbs.\n\n - The creature grows a natural weapon. Unarmed strikes with the weapon deal 1d6 bludgeoning, piercing, or slashing damage as appropriate. The natural weapon is magical and has a +1 bonus to its attack and damage rolls.",
+ "desc": "You touch a creature, modifying it for a specific environment. The target chooses one of the following options for the duration. It can end one option as an action to gain the benefits of a different one. The spell ends if you cast it again or dismiss it as an action.\n\n - The creature grows gills and webbing between its digits. It can breathe underwater and gains a swimming speed equal to its walking speed.\n\n - The creature grows a membrane between its limbs. When the creature falls, it can use its reaction to subtract up to 100 feet from the fall when calculating falling damage and can glide horizontally a number of feet equal to its walking speed.\n\n - The creature grows a prehensile tail. The tail has a 5-foot reach and can lift a number of pounds equal to five times the creature\u2019s Strength score. It can grasp, lift, drop, hold, push, or pull an object or a creature, open or close a door or a container, grapple someone, or make an unarmed strike.\n\n - The creature\u2019s appearance changes. For the duration, it can use an action to change its height, weight, facial features, voice, hair length and coloration, and distinguishing characteristics. It cannot change its size or number of limbs.\n\n - The creature grows a natural weapon. Unarmed strikes with the weapon deal 1d6 bludgeoning, piercing, or slashing damage as appropriate. The natural weapon is magical and has a +1 bonus to its attack and damage rolls.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
- "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the natural weapon’s bonus increases to +2. When you use a spell slot of 6th level or higher, the natural weapon’s bonus increases to +3. Additionally, the target can select one additional option for every two slot levels above 2nd.",
+ "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the natural weapon\u2019s bonus increases to +2. When you use a spell slot of 6th level or higher, the natural weapon\u2019s bonus increases to +3. Additionally, the target can select one additional option for every two slot levels above 2nd.",
"level": 2,
"material": false,
"material_consumed": false,
@@ -45,7 +45,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You seize the air currents above you, taking control of the local weather. You must have clear sight of the sky to cast this spell, and the spell ends early if you end your turn unable to see it.\n\nWhen you cast the spell, you can choose to shift the precipitation, temperature, and wind each by one stage on the charts below. It takes 30 minutes for the conditions to change, after which you can change them again. The charts suggest weather effects, and your GM may determine any additional effects resulting from the change in weather. Your GM may rule that fire or cold resistance, hot or cold weather gear, or other measures partly or completely protect a creature against the effects. After the spell ends, the weather returns to its original state, changing at the same rate. The spell ends if you cast it again or dismiss it as an action.\n\n##### Precipitation\n\nHigher stages include all the effects of lower stages.\n
\n\n| Stage | \nCondition | \nEffects | \n
\n\n\n| 1 | \nClear | \n— | \n
\n\n| 2 | \nLight clouds | \n— | \n
\n\n| 3 | \nOvercast or ground fog | \nThe area lacks sunlight, for effects or traits dependent on it. | \n
\n\n| 4 | \nRain, hail, or snow | \nObjects and creatures are lightly obscured more than 60 feet away. | \n
\n\n| 5 | \nTorrential rain, driving hail, or blizzard | \nObjects and creatures are heavily obscured more than 30 feet away, and all terrain is difficult terrain. | \n
\n\n
\nTemperature
\nStage 1 includes the effects of stage 2, and stage 7 includes the effects of stage 6.\n\n\n| Stage | \nCondition | \nEffects | \n
\n\n\n| 1 | \nUnbearable heat | \nAll creatures must make a DC 10 Constitution saving throw every hour or suffer one level of exhaustion. | \n
\n\n| 2 | \nHot | \nAll creatures suffer disadvantage on all Constitution saves except against weather effects. | \n
\n\n| 3 | \nWarm | \n— | \n
\n\n| 4 | \nPleasant | \n— | \n
\n\n| 5 | \nCool | \n— | \n
\n\n| 6 | \nCold | \nAll creatures suffer disadvantage on Dexterity checks. | \n
\n\n| 7 | \nBitter cold | \nAll creatures must make a DC 10 Constitution saving throw every hour or suffer one level of exhaustion. | \n
\n\n
\nWind
\nHigher stages include all the effects of lower stages.\n\n\n| Stage | \nCondition | \nEffects | \n
\n\n\n| 1 | \nCalm | \n— | \n
\n\n| 2 | \nModerate wind | \n— | \n
\n\n| 3 | \nStrong wind | \nRanged attacks are made at disadvantage. | \n
\n\n| 4 | \nGale | \nAll creatures have resistance to damage from ranged attacks. | \n
\n\n| 5 | \nHurricane | \nRanged attacks are impossible, and all movement against the wind costs twice as much. | \n
\n\n
\nAt Higher Levels. When you cast this spell using a spell slot of 7th level, the duration is 8 hours, and the area increases to a 5-mile radius. When you cast this spell using a spell slot of 8th level, the duration is 24 hours, and the area increases to a 10-mile radius. When you cast this spell using a spell slot of 9th level, the duration is 7 days, and the area increases to a 25-mile radius.",
+ "desc": "You seize the air currents above you, taking control of the local weather. You must have clear sight of the sky to cast this spell, and the spell ends early if you end your turn unable to see it.\n\nWhen you cast the spell, you can choose to shift the precipitation, temperature, and wind each by one stage on the charts below. It takes 30 minutes for the conditions to change, after which you can change them again. The charts suggest weather effects, and your GM may determine any additional effects resulting from the change in weather. Your GM may rule that fire or cold resistance, hot or cold weather gear, or other measures partly or completely protect a creature against the effects. After the spell ends, the weather returns to its original state, changing at the same rate. The spell ends if you cast it again or dismiss it as an action.\n\n##### Precipitation\n\nHigher stages include all the effects of lower stages.\n\n\n| Stage | \nCondition | \nEffects | \n
\n\n\n| 1 | \nClear | \n\u2014 | \n
\n\n| 2 | \nLight clouds | \n\u2014 | \n
\n\n| 3 | \nOvercast or ground fog | \nThe area lacks sunlight, for effects or traits dependent on it. | \n
\n\n| 4 | \nRain, hail, or snow | \nObjects and creatures are lightly obscured more than 60 feet away. | \n
\n\n| 5 | \nTorrential rain, driving hail, or blizzard | \nObjects and creatures are heavily obscured more than 30 feet away, and all terrain is difficult terrain. | \n
\n\n
\nTemperature
\nStage 1 includes the effects of stage 2, and stage 7 includes the effects of stage 6.\n\n\n| Stage | \nCondition | \nEffects | \n
\n\n\n| 1 | \nUnbearable heat | \nAll creatures must make a DC 10 Constitution saving throw every hour or suffer one level of exhaustion. | \n
\n\n| 2 | \nHot | \nAll creatures suffer disadvantage on all Constitution saves except against weather effects. | \n
\n\n| 3 | \nWarm | \n\u2014 | \n
\n\n| 4 | \nPleasant | \n\u2014 | \n
\n\n| 5 | \nCool | \n\u2014 | \n
\n\n| 6 | \nCold | \nAll creatures suffer disadvantage on Dexterity checks. | \n
\n\n| 7 | \nBitter cold | \nAll creatures must make a DC 10 Constitution saving throw every hour or suffer one level of exhaustion. | \n
\n\n
\nWind
\nHigher stages include all the effects of lower stages.\n\n\n| Stage | \nCondition | \nEffects | \n
\n\n\n| 1 | \nCalm | \n\u2014 | \n
\n\n| 2 | \nModerate wind | \n\u2014 | \n
\n\n| 3 | \nStrong wind | \nRanged attacks are made at disadvantage. | \n
\n\n| 4 | \nGale | \nAll creatures have resistance to damage from ranged attacks. | \n
\n\n| 5 | \nHurricane | \nRanged attacks are impossible, and all movement against the wind costs twice as much. | \n
\n\n
\nAt Higher Levels. When you cast this spell using a spell slot of 7th level, the duration is 8 hours, and the area increases to a 5-mile radius. When you cast this spell using a spell slot of 8th level, the duration is 24 hours, and the area increases to a 10-mile radius. When you cast this spell using a spell slot of 9th level, the duration is 7 days, and the area increases to a 25-mile radius.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "",
@@ -80,7 +80,7 @@
"desc": "You connect your mind to that of a friendly beast within range. You can use your action to use its senses instead of your own until the start of your next turn. While the beast is within 120 feet of you, you and the beast can communicate telepathically, and the beast gains the following benefits:\n\n - The beast can add your proficiency bonus to all of its ability checks.\n\n - The beast deals an extra 1d6 damage to a target whenever it hits with an attack\n\n - The beast has advantage on attack rolls against any creature you have attacked since the start of your last turn.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
- "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the spell’s duration increases to 8 hours. When you cast this spell using a spell slot of 6th level or higher, the spell’s duration increases to 24 hours.",
+ "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the spell\u2019s duration increases to 8 hours. When you cast this spell using a spell slot of 6th level or higher, the spell\u2019s duration increases to 24 hours.",
"level": 2,
"material": true,
"material_consumed": false,
@@ -113,10 +113,10 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You gesture at a creature you can see within range, magically molding them into a new form. The spell has no effect on a creature with 0 hit points. An unwilling creature must make a Charisma saving throw or be transformed. At the end of each of its turns, an affected target can repeat the save, ending the spell on a success.\n\nThe transformation lasts for the duration, or until the target drops to 0 hit points. The new form can be any beast whose challenge rating is equal to or less than the target’s challenge rating or level, but no greater than 4. The target’s game statistics are replaced by the statistics of the chosen beast. It retains its alignment, personality, allegiances, and broad plan of action.\n\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.\n\nThe creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. Its items meld into the new form, and the creature can’t activate, use, wield, or otherwise benefit from any of it.",
+ "desc": "You gesture at a creature you can see within range, magically molding them into a new form. The spell has no effect on a creature with 0 hit points. An unwilling creature must make a Charisma saving throw or be transformed. At the end of each of its turns, an affected target can repeat the save, ending the spell on a success.\n\nThe transformation lasts for the duration, or until the target drops to 0 hit points. The new form can be any beast whose challenge rating is equal to or less than the target\u2019s challenge rating or level, but no greater than 4. The target\u2019s game statistics are replaced by the statistics of the chosen beast. It retains its alignment, personality, allegiances, and broad plan of action.\n\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.\n\nThe creature is limited in the actions it can perform by the nature of its new form, and it can\u2019t speak, cast spells, or take any other action that requires hands or speech. Its items meld into the new form, and the creature can\u2019t activate, use, wield, or otherwise benefit from any of it.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
- "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the new form’s maximum challenge rating increases by 1 for each slot level above 4th.",
+ "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the new form\u2019s maximum challenge rating increases by 1 for each slot level above 4th.",
"level": 4,
"material": true,
"material_consumed": false,
@@ -140,7 +140,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_bard",
"srd_wizard"
@@ -148,7 +148,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You construct a 10-foot radius dome of arcane energy, centered on yourself. The dome is stationary and disappears if you exit its area. If you cast it in a location without enough space to accommodate it, the spell fails.\n\nTen Medium creatures can fit inside the dome; a Large creature takes as much space as four Medium creatures. You can designate up to ten creatures when you cast the spell who can freely pass in and out of the dome, spending 25 feet of movement to move through the dome. Other creatures cannot pass through.\n\nThe dome is translucent, with only vague shapes visible through it. Projectiles that touch the dome are slowed to a stop, and spells and other magical effects can’t pass through the dome or be cast through it.",
+ "desc": "You construct a 10-foot radius dome of arcane energy, centered on yourself. The dome is stationary and disappears if you exit its area. If you cast it in a location without enough space to accommodate it, the spell fails.\n\nTen Medium creatures can fit inside the dome; a Large creature takes as much space as four Medium creatures. You can designate up to ten creatures when you cast the spell who can freely pass in and out of the dome, spending 25 feet of movement to move through the dome. Other creatures cannot pass through.\n\nThe dome is translucent, with only vague shapes visible through it. Projectiles that touch the dome are slowed to a stop, and spells and other magical effects can\u2019t pass through the dome or be cast through it.",
"document": "spells-that-dont-suck",
"duration": "8 hours",
"higher_level": "",
@@ -179,7 +179,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).\n\nNothing can physically pass through the wall. Each panel has AC 15 and 100 hit points. The wall can’t be dispelled by dispel magic, and is immune to psychic and nonmagical bludgeoning, piercing, and slashing damage. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.",
+ "desc": "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature\u2019s space when it appears, the creature is pushed to one side of the wall (your choice which side).\n\nNothing can physically pass through the wall. Each panel has AC 15 and 100 hit points. The wall can\u2019t be dispelled by dispel magic, and is immune to psychic and nonmagical bludgeoning, piercing, and slashing damage. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "",
@@ -214,7 +214,7 @@
"damage_types": [
"force"
],
- "desc": "You create a glowing sword-shaped plane of force that hovers within range for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword one of the following commands.\n\n - **Attack.** The sword moves up to 20 feet toward a creature and makes a melee spell attack against it. On a hit, the target takes force damage equal to 3d10 + your spellcasting ability modifier.\n\n - **Guard.** The sword moves up to 20 feet into a creature’s space and grants the creature half cover as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, the sword makes a melee spell attack against that creature. On a hit, the target takes force damage equal to 3d10 + your spellcasting ability modifier. The sword cannot attack again until you command it again.\n\n - **Whirl.** The sword moves up to 20 feet toward a point and then begins to spin in a deadly whirl. A creature that starts in the sword’s space or passes within 5 feet of the sword on its turn must succeed on a Dexterity saving throw or take 3d10 force damage.",
+ "desc": "You create a glowing sword-shaped plane of force that hovers within range for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword one of the following commands.\n\n - **Attack.** The sword moves up to 20 feet toward a creature and makes a melee spell attack against it. On a hit, the target takes force damage equal to 3d10 + your spellcasting ability modifier.\n\n - **Guard.** The sword moves up to 20 feet into a creature\u2019s space and grants the creature half cover as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, the sword makes a melee spell attack against that creature. On a hit, the target takes force damage equal to 3d10 + your spellcasting ability modifier. The sword cannot attack again until you command it again.\n\n - **Whirl.** The sword moves up to 20 feet toward a point and then begins to spin in a deadly whirl. A creature that starts in the sword\u2019s space or passes within 5 feet of the sword on its turn must succeed on a Dexterity saving throw or take 3d10 force damage.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -251,7 +251,7 @@
"damage_types": [
"cold"
],
- "desc": "A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw.\n\nOn a failure, a creature takes 2d8 cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half as much damage and isn’t slowed.",
+ "desc": "A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw.\n\nOn a failure, a creature takes 2d8 cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half as much damage and isn\u2019t slowed.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.",
@@ -278,14 +278,14 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_wizard"
],
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You magically assemble unfinished materials you can see within range that are not being worn or carried into products. With enough unfinished material, you can assemble up to eight nonmagical objects. A Large object (contained within a 10-foot cube, or eight connected 5-foot cubes) counts as eight, a Medium or Small object as one, and a Tiny object as one-eighth. The object cannot be securely attached to a surface or a larger object, and if you are working with metal or stone, the assembled object can be no larger than Medium. Unfinished materials can be raw (freshly felled trees or mined ores) or partlyworked (wooden boards or metal ingots), but cannot be finished goods (a constructed building or suit of armor). Examples include:\n\n - Metals and alloys (such as bronze, iron, or silver)\n\n - Organic byproducts (such as canvas, silk, or wool)\n\n - Plant matter (such as flax, hemp, or oak)\n\n - Stone (such as granite, marble, or sandstone)\n\nYou cannot affect creatures or magic items, and you must have proficiency in the appropriate set of artisan’s tools to create items of commensurate craftsmanship. For this type of artisanal crafting, the spell completes the equivalent of eight hours’ work, which can be part of a longer-term project.",
+ "desc": "You magically assemble unfinished materials you can see within range that are not being worn or carried into products. With enough unfinished material, you can assemble up to eight nonmagical objects. A Large object (contained within a 10-foot cube, or eight connected 5-foot cubes) counts as eight, a Medium or Small object as one, and a Tiny object as one-eighth. The object cannot be securely attached to a surface or a larger object, and if you are working with metal or stone, the assembled object can be no larger than Medium. Unfinished materials can be raw (freshly felled trees or mined ores) or partlyworked (wooden boards or metal ingots), but cannot be finished goods (a constructed building or suit of armor). Examples include:\n\n - Metals and alloys (such as bronze, iron, or silver)\n\n - Organic byproducts (such as canvas, silk, or wool)\n\n - Plant matter (such as flax, hemp, or oak)\n\n - Stone (such as granite, marble, or sandstone)\n\nYou cannot affect creatures or magic items, and you must have proficiency in the appropriate set of artisan\u2019s tools to create items of commensurate craftsmanship. For this type of artisanal crafting, the spell completes the equivalent of eight hours\u2019 work, which can be part of a longer-term project.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "",
@@ -322,7 +322,7 @@
"desc": "You radiate concealing magic in an aura with a 30-foot radius, making you and your allies more difficult to detect. Until the spell ends, whenever you or a creature you choose within 30 feet of you must make a Dexterity (Stealth) check, the creature may add a +5 bonus. A chosen creature leaves no trace of its passage and cannot be tracked except by magical means.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
- "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the bonus increases by 1 for each slot level above 2nd.\n\n> _In most situations where Aura of Concealment is appropriate, the party will be making group stealth checks against an enemy’s passive Perception. It’s strongly recommended that GMs run those as written in the basic rules. Sometimes GMs require every PC to succeed, or roll active Perception for each enemy—either option will artificially inflate the check’s difficulty (a GM might even do so unconsciously, because they’re used to accounting for a +10 bonus from_ Pass Without Trace_)._",
+ "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the bonus increases by 1 for each slot level above 2nd.\n\n> _In most situations where Aura of Concealment is appropriate, the party will be making group stealth checks against an enemy\u2019s passive Perception. It\u2019s strongly recommended that GMs run those as written in the basic rules. Sometimes GMs require every PC to succeed, or roll active Perception for each enemy\u2014either option will artificially inflate the check\u2019s difficulty (a GM might even do so unconsciously, because they\u2019re used to accounting for a +10 bonus from_ Pass Without Trace_)._",
"level": 2,
"material": true,
"material_consumed": false,
@@ -357,7 +357,7 @@
"desc": "You radiate a compulsion for honesty in an aura with a 15-foot radius. Until the spell ends, the aura moves with you, centered on you. The first time a creature ends its turn within the area, it must make a Charisma saving throw. On a failed save, it cannot intentionally lie while in the aura. A creature can choose to fail its save, and you know if a creature succeeds or fails. An affected creature is aware of the spell and can answer evasively.\n\nAs an action, you can focus the spell to compel answers. You may ask up to two yes-or-no questions, each directed at an affected creature, who must answer truthfully. The spell then ends.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
- "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the aura’s radius increases by 5 feet for each slot level above 2nd. Additionally, the number of compelled questions you can ask increases by 1 for each slot level above 2nd.",
+ "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the aura\u2019s radius increases by 5 feet for each slot level above 2nd. Additionally, the number of compelled questions you can ask increases by 1 for each slot level above 2nd.",
"level": 2,
"material": false,
"material_consumed": false,
@@ -424,7 +424,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You magically persuade a beast that you are a trusted ally. Choose a beast that you can see within range, which must be able to see and hear you. The beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. Beasts with Intelligence 4 or higher automatically succeed. If you or one of your companions harms the target, the spell ends.\n\nWhile charmed in this way, the beast is willing to perform simple tasks on your behalf, including scouting locations, finding things, or delivering objects. If asked to deliver a message, it can understand locations and a general description of a target, though it cannot reliably find an individual. A beast delivering a message typically covers 1 mile per hour walking, or 2 miles per hour if it can fly.",
+ "desc": "You magically persuade a beast that you are a trusted ally. Choose a beast that you can see within range, which must be able to see and hear you. The beast must succeed on a Wisdom saving throw or be charmed by you for the spell\u2019s duration. Beasts with Intelligence 4 or higher automatically succeed. If you or one of your companions harms the target, the spell ends.\n\nWhile charmed in this way, the beast is willing to perform simple tasks on your behalf, including scouting locations, finding things, or delivering objects. If asked to deliver a message, it can understand locations and a general description of a target, though it cannot reliably find an individual. A beast delivering a message typically covers 1 mile per hour walking, or 2 miles per hour if it can fly.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "If you cast this spell using a spell slot of 2nd level, the duration of the spell increases to 24 hours. If you use a spell slot of 3rd level or higher, you can either increase the duration by another 24 hours for each slot level above 2nd or affect one additional beast for each slot level above 2nd.",
@@ -451,7 +451,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_bard",
"srd_sorcerer",
@@ -487,7 +487,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_cleric",
"srd_druid"
@@ -531,7 +531,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You distort and confuse your enemies’ senses, driving them to inexplicable action. Each creature in a 20-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\n\nAn affected target can’t take reactions. At the start of each of its turns, it must spend half of its movement to move in a random horizontal direction. To determine the direction, roll a d8 and assign a direction to each die face. It then must roll a d4 to determine its actions.\n\n| d4 | Behavior |\n| --- | --- |\n| 1 | The creature is stunned until the start of its next turn. |\n| 2 | The creature treats every other creature as its enemy until the start of its next turn, fighting them with its typical tactics. |\n| 3 | The creature becomes frightened of every other creature it can see until the start of its next turn. |\n| 4 | The creature drops any weapons or items it is holding, and doesn't move or take actions this turn. |\n\nAt the end of each of its turns, an affected target can repeat its saving throw, ending the effect on itself on a success. A creature can also repeat its saving throw any time it takes damage.",
+ "desc": "You distort and confuse your enemies\u2019 senses, driving them to inexplicable action. Each creature in a 20-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\n\nAn affected target can\u2019t take reactions. At the start of each of its turns, it must spend half of its movement to move in a random horizontal direction. To determine the direction, roll a d8 and assign a direction to each die face. It then must roll a d4 to determine its actions.\n\n| d4 | Behavior |\n| --- | --- |\n| 1 | The creature is stunned until the start of its next turn. |\n| 2 | The creature treats every other creature as its enemy until the start of its next turn, fighting them with its typical tactics. |\n| 3 | The creature becomes frightened of every other creature it can see until the start of its next turn. |\n| 4 | The creature drops any weapons or items it is holding, and doesn't move or take actions this turn. |\n\nAt the end of each of its turns, an affected target can repeat its saving throw, ending the effect on itself on a success. A creature can also repeat its saving throw any time it takes damage.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.",
@@ -570,7 +570,7 @@
"damage_types": [
"cold"
],
- "desc": "You cause a patch of nearly transparent ice to form on ground that you can see within range. Until the spell ends, the magic ice fills a 5-foot square. Any creature on the ice’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d6 cold damage. If the creature is Medium or smaller, it also falls prone on a failed save.\n\nA creature must also make the saving throw when it moves onto the ice’s space for the first time on a turn or ends its turn atop it.\n\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).",
+ "desc": "You cause a patch of nearly transparent ice to form on ground that you can see within range. Until the spell ends, the magic ice fills a 5-foot square. Any creature on the ice\u2019s space when you cast the spell must succeed on a Dexterity saving throw or take 1d6 cold damage. If the creature is Medium or smaller, it also falls prone on a failed save.\n\nA creature must also make the saving throw when it moves onto the ice\u2019s space for the first time on a turn or ends its turn atop it.\n\nThis spell\u2019s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -635,7 +635,7 @@
},
{
"fields": {
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_cleric",
"srd_paladin"
@@ -685,7 +685,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "A 60-foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. This light isn’t sunlight.\n\nIf you target a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.\n\nIf any of this spell’s area overlaps with an area of darkness created by a spell of its own level or lower, or an equivalent magical effect, the spell or effect that created the darkness is dispelled.",
+ "desc": "A 60-foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. This light isn\u2019t sunlight.\n\nIf you target a point on an object you are holding or one that isn\u2019t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.\n\nIf any of this spell\u2019s area overlaps with an area of darkness created by a spell of its own level or lower, or an equivalent magical effect, the spell or effect that created the darkness is dispelled.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "",
@@ -750,14 +750,14 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_cleric"
],
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You seek assistance from a mighty extraplanar being — a god, archdevil, or other legendary and powerful creature. It sends one of its loyal servants to aid you, which appears in an unoccupied space within range.\n\nWhen the creature appears, it is friendly but under no obligation to help you. It speaks at least one language you speak. It typically demands payment for its aid, in a form appropriate to the creature (for example, tithes for a celestial or sacrifices for a fiend). When payment has monetary value, it usually is 50 gp per minute, 500 gp per hour, or 5,000 gp per day. It may be decreased or increased as much as 50% depending on whether the extraplanar being endorses the task, or on the danger of the task. The cost usually increases when repeatedly summoning the same extraplanar being and may be free the first time if the being favors you.\n\nServices can be anything appropriate to the creature summoned. Creatures will rarely agree to tasks that are suicidal, impossible, abhorrent, or especially lengthy. After the creature completes the task, or you are unable to satisfy its payment, it returns to its home plane.",
+ "desc": "You seek assistance from a mighty extraplanar being \u2014 a god, archdevil, or other legendary and powerful creature. It sends one of its loyal servants to aid you, which appears in an unoccupied space within range.\n\nWhen the creature appears, it is friendly but under no obligation to help you. It speaks at least one language you speak. It typically demands payment for its aid, in a form appropriate to the creature (for example, tithes for a celestial or sacrifices for a fiend). When payment has monetary value, it usually is 50 gp per minute, 500 gp per hour, or 5,000 gp per day. It may be decreased or increased as much as 50% depending on whether the extraplanar being endorses the task, or on the danger of the task. The cost usually increases when repeatedly summoning the same extraplanar being and may be free the first time if the being favors you.\n\nServices can be anything appropriate to the creature summoned. Creatures will rarely agree to tasks that are suicidal, impossible, abhorrent, or especially lengthy. After the creature completes the task, or you are unable to satisfy its payment, it returns to its home plane.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "",
@@ -791,7 +791,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You enact a performance laced with subtle magic, your gestures and voice causing others to focus on you to the exclusion of all else. Creatures you choose within range must succeed on a Wisdom saving throw or be charmed by you. If you or your companions are fighting a creature, it has advantage on the save. While charmed by you in this way, a creature has disadvantage on initiative rolls as well as Wisdom (Perception) checks made to perceive any creature other than you until the spell ends, or until the target can no longer see or hear you.\n\nAdditionally, if a creature rolls initiative while affected by this spell, its speed is reduced by 10 feet and it can’t take reactions until after its first turn ends. The spell ends if you are incapacitated or can no longer speak. A creature that fails its saving throw doesn’t realize that you used magic to influence it, even if it witnessed the spell being cast.",
+ "desc": "You enact a performance laced with subtle magic, your gestures and voice causing others to focus on you to the exclusion of all else. Creatures you choose within range must succeed on a Wisdom saving throw or be charmed by you. If you or your companions are fighting a creature, it has advantage on the save. While charmed by you in this way, a creature has disadvantage on initiative rolls as well as Wisdom (Perception) checks made to perceive any creature other than you until the spell ends, or until the target can no longer see or hear you.\n\nAdditionally, if a creature rolls initiative while affected by this spell, its speed is reduced by 10 feet and it can\u2019t take reactions until after its first turn ends. The spell ends if you are incapacitated or can no longer speak. A creature that fails its saving throw doesn\u2019t realize that you used magic to influence it, even if it witnessed the spell being cast.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 minute and the radius increases by 10 feet for each slot level above 2nd.",
@@ -865,7 +865,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You draw a 10-foot radius circular glyph upon the ground, which projects upward into a luminous 30-foot tall cylinder. Select one of the following creature types when you draw the glyph: aberrations, celestials, elementals, fey, fiends, or undead. A challenge rating 5 or lower creature of the chosen type can’t willingly move across the cylinder’s boundary. When the creature attempts to make an attack, cast a spell, use teleportation or interplanar travel, or cause any other effect across the boundary, it must first succeed on a Charisma saving throw.\n\nWhenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s casting time becomes 10 minutes for that casting.",
+ "desc": "You draw a 10-foot radius circular glyph upon the ground, which projects upward into a luminous 30-foot tall cylinder. Select one of the following creature types when you draw the glyph: aberrations, celestials, elementals, fey, fiends, or undead. A challenge rating 5 or lower creature of the chosen type can\u2019t willingly move across the cylinder\u2019s boundary. When the creature attempts to make an attack, cast a spell, use teleportation or interplanar travel, or cause any other effect across the boundary, it must first succeed on a Charisma saving throw.\n\nWhenever you start casting the spell, you can modify it so that it doesn\u2019t require concentration. If you do so, the spell\u2019s casting time becomes 10 minutes for that casting.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "When you cast this spell using a spell slot of 4th level or higher, the maximum challenge rating of affected creatures increases by 3 for each slot level above 3rd. When you cast this spell using a spell slot of 5th or 6th level, the duration is concentration, up to 12 hours. When cast using a spell slot of 7th or 8th level, the duration is concentration, up to 24 hours. When cast using a 9th-level spell slot, the spell lasts until dispelled, and there is no challenge rating limit on affected creatures.",
@@ -938,7 +938,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You attempt to take control of a beast you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. A beast of challenge rating 4 or higher automatically succeeds on this saving throw. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\n\nWhile the beast is charmed, you can issue telepathic commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.\n\nAs an action, you can take full control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, any reactions the creature takes require you to use your reaction as well.\n\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.",
+ "desc": "You attempt to take control of a beast you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. A beast of challenge rating 4 or higher automatically succeeds on this saving throw. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\n\nWhile the beast is charmed, you can issue telepathic commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \u201cAttack that creature,\u201d \u201cRun over there,\u201d or \u201cFetch that object.\u201d If the creature completes the order and doesn\u2019t receive further direction from you, it defends and preserves itself to the best of its ability.\n\nAs an action, you can take full control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn\u2019t do anything that you don\u2019t allow it to do. During this time, any reactions the creature takes require you to use your reaction as well.\n\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell with a spell slot of 4th level or higher, there is no challenge rating limit to the target creature.",
@@ -974,7 +974,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You magically animate nearby objects, bending them to your will. Choose up to six nonmagical objects within range that are not being worn or carried. All objects must be the same size, and you can animate six Tiny, four Small, three Medium, two Large, or one Huge object(s). Each object animates until spell ends or until reduced to 0 hit points; when an object drops to 0 hit points, any remaining damage carries over to its original object form.\n\n##### Command Objects Statistics\n\n\n\n| Size | \nHP | \nAC | \nStr | \nDex | \nDamage | \nSpeed | \n
\n\n\n| Tiny | \n5 | \n19 | \n12 | \n28 | \n1d4 + 1 damage | \nfly 30 (hover) | \n
\n\n| Small | \n10 | \n18 | \n16 | \n24 | \n1d6 + 3 damage | \nfly 30 | \n
\n\n| Medium | \n20 | \n17 | \n20 | \n20 | \n1d10 + 5 damage | \n30 | \n
\n\n| Large | \n30 | \n16 | \n24 | \n16 | \n2d10 + 7 damage | \n25 | \n
\n\n| Huge | \n60 | \n15 | \n28 | \n12 | \n5d12 + 9 damage | \n20 | \n
\n\n
\nAn animated object has blindsight with a radius of 30 feet and statistics as shown in the table above. The GM might rule an object has immunities, resistances, and vulnerabilities to specific damage types based on its form. If an object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. \nIn combat, an object shares your initiative count, but takes its turn immediately after yours.\nAs a bonus action, you can issue one command to any number of objects within the spell’s range. That command can be to attack, or some other action. Otherwise, the only action an object takes on its turn is the Dodge action. An object may also be commanded to attempt an action available to all creatures, such as grapple or shove, if its form permits it to do so.\nIf commanded to attack, an object makes one melee attack against a target you specify within 5 feet of it. Its attack bonus is equal to your spell attack modifier. An object usually deals bludgeoning damage, but the GM might rule it deals slashing or piercing damage based on its form.",
+ "desc": "You magically animate nearby objects, bending them to your will. Choose up to six nonmagical objects within range that are not being worn or carried. All objects must be the same size, and you can animate six Tiny, four Small, three Medium, two Large, or one Huge object(s). Each object animates until spell ends or until reduced to 0 hit points; when an object drops to 0 hit points, any remaining damage carries over to its original object form.\n\n##### Command Objects Statistics\n\n\n\n| Size | \nHP | \nAC | \nStr | \nDex | \nDamage | \nSpeed | \n
\n\n\n| Tiny | \n5 | \n19 | \n12 | \n28 | \n1d4 + 1 damage | \nfly 30 (hover) | \n
\n\n| Small | \n10 | \n18 | \n16 | \n24 | \n1d6 + 3 damage | \nfly 30 | \n
\n\n| Medium | \n20 | \n17 | \n20 | \n20 | \n1d10 + 5 damage | \n30 | \n
\n\n| Large | \n30 | \n16 | \n24 | \n16 | \n2d10 + 7 damage | \n25 | \n
\n\n| Huge | \n60 | \n15 | \n28 | \n12 | \n5d12 + 9 damage | \n20 | \n
\n\n
\nAn animated object has blindsight with a radius of 30 feet and statistics as shown in the table above. The GM might rule an object has immunities, resistances, and vulnerabilities to specific damage types based on its form. If an object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. \nIn combat, an object shares your initiative count, but takes its turn immediately after yours.\nAs a bonus action, you can issue one command to any number of objects within the spell\u2019s range. That command can be to attack, or some other action. Otherwise, the only action an object takes on its turn is the Dodge action. An object may also be commanded to attempt an action available to all creatures, such as grapple or shove, if its form permits it to do so.\nIf commanded to attack, an object makes one melee attack against a target you specify within 5 feet of it. Its attack bonus is equal to your spell attack modifier. An object usually deals bludgeoning damage, but the GM might rule it deals slashing or piercing damage based on its form.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -1010,7 +1010,7 @@
"damage_types": [
"fire"
],
- "desc": "Flames shoot forth from your fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failure, or half as much damage on a success.\n\nThe flames ignite any flammable objects in the area that aren’t being worn or carried.",
+ "desc": "Flames shoot forth from your fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failure, or half as much damage on a success.\n\nThe flames ignite any flammable objects in the area that aren\u2019t being worn or carried.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the range of the cone increases by 5 feet for each slot level above 1st.",
@@ -1048,10 +1048,10 @@
"concentration": false,
"damage_roll": "d",
"damage_types": [],
- "desc": "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. The prison has an AC of 17 and 140 hit points.\n\nA prison in the shape of a cage can be up to 20 feet on a side, is made from 1/2-inch diameter bars spaced a 1/2-inch apart, and provides half cover.\n\nA prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\nWhen you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.\n\nA creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failed save, the magic fails and has no effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can't be dispelled by _dispel magic_.",
+ "desc": "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. The prison has an AC of 17 and 140 hit points.\n\nA prison in the shape of a cage can be up to 20 feet on a side, is made from 1/2-inch diameter bars spaced a 1/2-inch apart, and provides half cover.\n\nA prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\nWhen you cast the spell, any creature that is completely inside the cage\u2019s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.\n\nA creature inside the cage can\u2019t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failed save, the magic fails and has no effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can't be dispelled by _dispel magic_.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
- "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the cage’s AC increases by 1 and its hit points increase by 20 for each slot level above 7th.",
+ "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the cage\u2019s AC increases by 1 and its hit points increase by 20 for each slot level above 7th.",
"level": 7,
"material": true,
"material_consumed": true,
@@ -1084,7 +1084,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You pull together wisps of magical energy and sculpt them into beasts. Choose a Small or Tiny beast of challenge rating 1/4 or lower, and eight creatures of that type appear immediately in unoccupied spaces around you. If you choose a beast with a flying speed, you summon six creatures instead. Each beast is considered fey and disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned beasts are friendly to you and your companions. In combat, the beasts share your initiative count, but take their turns immediately after yours. The beasts obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they move as a group and take the Dodge action.\n\nIf you command the beasts to attack, choose a target for each beast to attack within its reach, making a single melee spell attack for each target. On a hit, the target takes 1d4 bludgeoning or piercing damage (your choice), plus 1d4 extra damage for each additional beast attacking it. You have advantage on the attack roll if three or more beasts attack the same target, and you add your spellcasting ability modifier to the damage dealt if six or more beasts attack the same target.",
+ "desc": "You pull together wisps of magical energy and sculpt them into beasts. Choose a Small or Tiny beast of challenge rating 1/4 or lower, and eight creatures of that type appear immediately in unoccupied spaces around you. If you choose a beast with a flying speed, you summon six creatures instead. Each beast is considered fey and disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned beasts are friendly to you and your companions. In combat, the beasts share your initiative count, but take their turns immediately after yours. The beasts obey any verbal commands that you issue to them (no action required by you). If you don\u2019t issue any commands to them, they move as a group and take the Dodge action.\n\nIf you command the beasts to attack, choose a target for each beast to attack within its reach, making a single melee spell attack for each target. On a hit, the target takes 1d4 bludgeoning or piercing damage (your choice), plus 1d4 extra damage for each additional beast attacking it. You have advantage on the attack roll if three or more beasts attack the same target, and you add your spellcasting ability modifier to the damage dealt if six or more beasts attack the same target.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "When you cast this spell using a spell slot of 4th level or higher, you summon two additional beasts for each slot level above 3rd.\n\n> # _Sample Beasts_\n> \n> _Note that a conjured beast pack does not use the normal attack within their stat blocks, and so does not apply any additional effects. Below are all the eligible beasts in the SRD 5.1._\n> \n> * * *\n> \n> _Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Eagle, Giant Fire Beetle, Hawk, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Weasel, Blood Hawk, Flying Snake, Giant Rat, Poisonous Snake, Stirge, Badger, Giant Centipede_",
@@ -1110,7 +1110,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_bard",
"srd_druid",
@@ -1119,9 +1119,9 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You create a floating spirit which conveys a message of your choice. The herald appears to be a Medium or Small creature of ghostly form, with you determining its appearance otherwise. The herald knows a fixed message of up to 25 words. When you cast this spell, choose one of the following effects:\n\n - **Ward.** The herald is cast at a particular location, or on a statue or other object with a mouth, and is fixed to that point. It is invisible and motionless until a specific condition is met within 30 feet of its location. When the condition is met, it appears and recites its message. If cast on an object, it moves the object’s mouth rather than appearing directly. You determine whether it does so once or disappears again and repeats the message every time the condition is met. When cast in this way, the herald lasts until dispelled.\n\n - **Announcement.** The herald floats through the air up to 100 feet up and 30 feet per round, repeating its message every round. It traverses an area up to a 5-mile radius around its location, conveying its message to every creature it sees. When cast in this way, the herald lasts for 1 hour.",
+ "desc": "You create a floating spirit which conveys a message of your choice. The herald appears to be a Medium or Small creature of ghostly form, with you determining its appearance otherwise. The herald knows a fixed message of up to 25 words. When you cast this spell, choose one of the following effects:\n\n - **Ward.** The herald is cast at a particular location, or on a statue or other object with a mouth, and is fixed to that point. It is invisible and motionless until a specific condition is met within 30 feet of its location. When the condition is met, it appears and recites its message. If cast on an object, it moves the object\u2019s mouth rather than appearing directly. You determine whether it does so once or disappears again and repeats the message every time the condition is met. When cast in this way, the herald lasts until dispelled.\n\n - **Announcement.** The herald floats through the air up to 100 feet up and 30 feet per round, repeating its message every round. It traverses an area up to a 5-mile radius around its location, conveying its message to every creature it sees. When cast in this way, the herald lasts for 1 hour.",
"document": "spells-that-dont-suck",
- "duration": " specs",
+ "duration": "special",
"higher_level": "",
"level": 2,
"material": true,
@@ -1153,7 +1153,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You recite a dark incantation, summoning a group of minor fiends to do your bidding. You may choose the plane you call them from. The spell conjures two demons which use the Minor Fiend stat block below. Alternatively, your GM may choose any number of fiends whose combined challenge ratings are 2 or lower. In combat, the fiends share your initiative count but take their turns immediately after yours.\n\nThe fiends are friendly to you and your companions and hostile to all other creatures. If you lose concentration on the spell, they do not disappear. Instead, they become hostile toward you and your companions. They can’t be dismissed and last for 1 hour after their summoning. A fiend disappears when reduced to 0 hit points.\n\n**At Higher Levels.** When you cast this spell using a spell slot above 3rd level, the number of minor fiends or the combined challenge rating of the summoned fiends increases by 1 for each slot level above 3rd.\n\n## Minor Fiend\n\nMedium fiend (demon)\n\n* * *\n\n - **Armor Class** 14\n- **Hit Points** 32 (5d8+10)\n- **Speed** 30 ft.\n\n* * *\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 16 (+3) | 14 (+2) | 16 (+3) | 8 (-1) | 14 (+2) | 8 (-1) |\n\n* * *\n\n - **Damage Resistances** cold, fire, lightning\n- **Damage Immunities** poison\n- **Condition Immunities** charmed, frightened, poisoned\n- **Senses** darkvision 60 ft., passive Perception 12\n- **Languages** Abyssal or Infernal, understands one language you can speak\n- **Proficiency Bonus** 2\n- **Challenge** 1\n\n* * *\n\n_**Magic Resistance.**_ The fiend has advantage on saving throws against spells and other magical effects.\n\n* * *\n\nActions
\nMultiattack. The fiend can make two attacks, only one of which can be Abyssal Bile.\nClaws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.\nAbyssal Bile. The fiend sprays abyssal bile at one creature within 10 feet of it. The target must make a Charisma saving throw against your spell save DC. On a failed save, it rolls 1d4 and is afflicted by a condition according to the result.\n\n- 1: The target is frightened of the fiend.
\n- 2: The target is poisoned.
\n- 3: The target is restrained.
\n- 4: The target erupts into black flames, taking 1d6 fire damage at the start of each of its turns.
\n
\nThe target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature successfully saves against this ability, it is immune for 24 hours.",
+ "desc": "You recite a dark incantation, summoning a group of minor fiends to do your bidding. You may choose the plane you call them from. The spell conjures two demons which use the Minor Fiend stat block below. Alternatively, your GM may choose any number of fiends whose combined challenge ratings are 2 or lower. In combat, the fiends share your initiative count but take their turns immediately after yours.\n\nThe fiends are friendly to you and your companions and hostile to all other creatures. If you lose concentration on the spell, they do not disappear. Instead, they become hostile toward you and your companions. They can\u2019t be dismissed and last for 1 hour after their summoning. A fiend disappears when reduced to 0 hit points.\n\n**At Higher Levels.** When you cast this spell using a spell slot above 3rd level, the number of minor fiends or the combined challenge rating of the summoned fiends increases by 1 for each slot level above 3rd.\n\n## Minor Fiend\n\nMedium fiend (demon)\n\n* * *\n\n - **Armor Class** 14\n- **Hit Points** 32 (5d8+10)\n- **Speed** 30 ft.\n\n* * *\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 16 (+3) | 14 (+2) | 16 (+3) | 8 (-1) | 14 (+2) | 8 (-1) |\n\n* * *\n\n - **Damage Resistances** cold, fire, lightning\n- **Damage Immunities** poison\n- **Condition Immunities** charmed, frightened, poisoned\n- **Senses** darkvision 60 ft., passive Perception 12\n- **Languages** Abyssal or Infernal, understands one language you can speak\n- **Proficiency Bonus** 2\n- **Challenge** 1\n\n* * *\n\n_**Magic Resistance.**_ The fiend has advantage on saving throws against spells and other magical effects.\n\n* * *\n\nActions
\nMultiattack. The fiend can make two attacks, only one of which can be Abyssal Bile.\nClaws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.\nAbyssal Bile. The fiend sprays abyssal bile at one creature within 10 feet of it. The target must make a Charisma saving throw against your spell save DC. On a failed save, it rolls 1d4 and is afflicted by a condition according to the result.\n\n- 1: The target is frightened of the fiend.
\n- 2: The target is poisoned.
\n- 3: The target is restrained.
\n- 4: The target erupts into black flames, taking 1d6 fire damage at the start of each of its turns.
\n
\nThe target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature successfully saves against this ability, it is immune for 24 hours.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "",
@@ -1185,7 +1185,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "Your shadow splits, reaching out and reanimating up to five Tiny, Small or Medium corpses of challenge rating 1/4 or higher that you can see within range. Each corpse immediately transforms into an undead creature of the same size, which takes your choice of form (Skeleton or Zombie) using the Corpse Puppet stat block below.\n\nThe puppets are allies to you and your companions. In combat, they share your initiative count, but take their turns immediately after yours. As a bonus action, you can issue one command to any number of puppets within the spell’s range. If you don’t issue a command, they take the Dodge action and use their move to avoid danger.\n\nThe puppets are under your control until the spell ends, after which they become inanimate once more.",
+ "desc": "Your shadow splits, reaching out and reanimating up to five Tiny, Small or Medium corpses of challenge rating 1/4 or higher that you can see within range. Each corpse immediately transforms into an undead creature of the same size, which takes your choice of form (Skeleton or Zombie) using the Corpse Puppet stat block below.\n\nThe puppets are allies to you and your companions. In combat, they share your initiative count, but take their turns immediately after yours. As a bonus action, you can issue one command to any number of puppets within the spell\u2019s range. If you don\u2019t issue a command, they take the Dodge action and use their move to avoid danger.\n\nThe puppets are under your control until the spell ends, after which they become inanimate once more.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "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.\n\n## Corpse Puppet\n\nMedium undead\n\n* * *\n\n### Skeleton\n\n - **Armor Class** 13\n- **Hit Points** 15 (2d8+6)\n- **Speed** 35 ft.\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 12 (+1) | 16 (+3) | 12 (+1) | 6 (-2) | 8 (-1) | 5 (-3) |\n\n* * *\n\n### Zombie\n\n - **Armor** Class 8\n- **Hit Points** 25 (4d8+7)\n- **Speed** 20 ft.\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 14 (+2) | 6 (-2) | 16 (+3) | 6 (-2) | 8 (-1) | 5 (-3) |\n\n* * *\n\n - **Damage Vulnerabilities (Skeleton)** bludgeoning\n- **Damage Immunities** poison\n- **Condition Immunities** exhaustion, poisoned\n- **Senses** darkvision 60 ft., passive Perception 9\n- **Languages** understands all languages it spoke in life but can't speak\n- **Proficiency** 2\n- **Challenge** 1/2\n\n* * *\n\n_**Festering Fortitude (Zombie Only).**_ If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is radiant or from a critical hit. On a success, the puppet drops to 1 hit point instead.\n\n_**Seizing Swarm (Zombie Only).**_ The puppet has advantage on its grapple check against a creature if at least one other allied Zombie Puppet is within 5 feet of the creature and the ally isn't incapacitated.\n\n\nActions
\nMultiattack (Skeleton Only). The puppet makes two Skeletal Slash attacks.\nSkeletal Slash (Skeleton Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 1 slashing damage.\nBody Bash (Zombie Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + 2 bludgeoning damage.",
@@ -1297,7 +1297,7 @@
"desc": "You throw open your hand and release a disorienting spray of glittering color motes. Each creature in a 20-foot cone perceives your space as heavily obscured and must make a Constitution saving throw. On a failure, it is blinded and its speed is halved. The spell ends at the end of your next turn.",
"document": "spells-that-dont-suck",
"duration": "1 round",
- "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the cone’s size increases by 5 feet for each slot level above 1st.",
+ "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the cone\u2019s size increases by 5 feet for each slot level above 1st.",
"level": 1,
"material": true,
"material_consumed": false,
@@ -1335,7 +1335,7 @@
"damage_types": [
"necrotic"
],
- "desc": "You send a beam of negative energy at a creature you can see within range. Make a ranged spell attack. The creature takes 8d10+30 necrotic damage on a hit, or half as much damage on a miss.\n\nIf a humanoid dies from this spell or within 1 minute of being hit by it, it rises as a zombie at the start of your next turn and attacks the closest living creature. The GM may either use the zombie statistics from the Basic Rules, or the zombie template as described in _reanimation_. At the GM’s discretion, other creature types may rise as different undead.",
+ "desc": "You send a beam of negative energy at a creature you can see within range. Make a ranged spell attack. The creature takes 8d10+30 necrotic damage on a hit, or half as much damage on a miss.\n\nIf a humanoid dies from this spell or within 1 minute of being hit by it, it rises as a zombie at the start of your next turn and attacks the closest living creature. The GM may either use the zombie statistics from the Basic Rules, or the zombie template as described in _reanimation_. At the GM\u2019s discretion, other creature types may rise as different undead.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.",
@@ -1470,10 +1470,10 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You recite a profane chant to summon a devil, which appears in an unoccupied space that you can see within range. The devil’s challenge rating is at least 4 and no higher than 8. The GM chooses the devil’s type, and it is under the GM’s control. If you know a devil’s true name or possess its talisman, you can attempt to summon that devil regardless of its challenge rating.\n\nThe devil typically resents being summoned but will not harm you for the duration. On each of your turns, you can command it. It obeys orders it considers reasonable and fights ruthlessly, but will retreat to preserve its life and rank.\n\nAfter 10 minutes, the devil can ignore your commands and might choose to remain and pursue its own goals. You may attempt to reason with, persuade, or strike a deal that aligns with its interests. If you maintain concentration for the full duration, you may return the devil to whence it came, otherwise, it remains summoned indefinitely.",
+ "desc": "You recite a profane chant to summon a devil, which appears in an unoccupied space that you can see within range. The devil\u2019s challenge rating is at least 4 and no higher than 8. The GM chooses the devil\u2019s type, and it is under the GM\u2019s control. If you know a devil\u2019s true name or possess its talisman, you can attempt to summon that devil regardless of its challenge rating.\n\nThe devil typically resents being summoned but will not harm you for the duration. On each of your turns, you can command it. It obeys orders it considers reasonable and fights ruthlessly, but will retreat to preserve its life and rank.\n\nAfter 10 minutes, the devil can ignore your commands and might choose to remain and pursue its own goals. You may attempt to reason with, persuade, or strike a deal that aligns with its interests. If you maintain concentration for the full duration, you may return the devil to whence it came, otherwise, it remains summoned indefinitely.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
- "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the devil’s possible challenge rating increases by 2 for each slot level above 5th.",
+ "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the devil\u2019s possible challenge rating increases by 2 for each slot level above 5th.",
"level": 5,
"material": true,
"material_consumed": false,
@@ -1496,7 +1496,7 @@
},
{
"fields": {
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_cleric",
"srd_paladin"
@@ -1533,7 +1533,7 @@
},
{
"fields": {
- "casting_time": "hour",
+ "casting_time": "1hour",
"classes": [
"srd_cleric"
],
@@ -1655,7 +1655,7 @@
"damage_types": [
"bludgeoning"
],
- "desc": "A small cyclone whips up at a point you can see on the ground within range. The cyclone is a 5-foot radius, 30-foot high cylinder centered on that point.\n\nAny creature that starts its turn within the radius of the dust cyclone or enters its radius for the first time during its turn must make a Strength saving throw. On a failed save, the creature takes 1d12 bludgeoning damage and is pushed 5 feet away from the center. On a successful save, the creature takes half as much damage and isn’t pushed.\n\nAs a bonus action, you can move the dust cyclone up to 30 feet in any direction. The first time you pass the dust cyclone through a creature, you can force it to make the saving throw, as if it entered the cyclone’s radius. You can continue to move the dust cyclone, but its strength is exhausted until the end of your turn and subsequent creatures are unaffected by it passing through them.\n\nIf the dust cyclone moves over sand, dust, loose dirt, or small gravel, it sucks up the material and heavily obscures its radius until the start of your next turn.",
+ "desc": "A small cyclone whips up at a point you can see on the ground within range. The cyclone is a 5-foot radius, 30-foot high cylinder centered on that point.\n\nAny creature that starts its turn within the radius of the dust cyclone or enters its radius for the first time during its turn must make a Strength saving throw. On a failed save, the creature takes 1d12 bludgeoning damage and is pushed 5 feet away from the center. On a successful save, the creature takes half as much damage and isn\u2019t pushed.\n\nAs a bonus action, you can move the dust cyclone up to 30 feet in any direction. The first time you pass the dust cyclone through a creature, you can force it to make the saving throw, as if it entered the cyclone\u2019s radius. You can continue to move the dust cyclone, but its strength is exhausted until the end of your turn and subsequent creatures are unaffected by it passing through them.\n\nIf the dust cyclone moves over sand, dust, loose dirt, or small gravel, it sucks up the material and heavily obscures its radius until the start of your next turn.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -1691,7 +1691,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "For the duration, you magically command the earth to reshape itself around you. As an action, you can permanently modify up to a 20-foot cube of soft earth you can see within range, such as sand, dirt, or clay, which you can move up to 20 feet over the course of 5 minutes. You can change its elevation or create or destroy trenches, pillars, ramps, walls, or other simple shapes. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. You can choose a new area to modify at any point, though you can only shape one area at a time; an unfinished formation slowly reverts to its original shape.\n\nThe spell can’t shape stone, metal, or other hard materials. Rocks, plants, and structures shift or move to accommodate the new terrain, and may become unstable or fall.\n\nWhen you cast this spell as a ritual, the silver pickaxe must be worth at least 500 gp and is consumed.",
+ "desc": "For the duration, you magically command the earth to reshape itself around you. As an action, you can permanently modify up to a 20-foot cube of soft earth you can see within range, such as sand, dirt, or clay, which you can move up to 20 feet over the course of 5 minutes. You can change its elevation or create or destroy trenches, pillars, ramps, walls, or other simple shapes. Because the terrain\u2019s transformation occurs slowly, creatures in the area can\u2019t usually be trapped or injured by the ground\u2019s movement. You can choose a new area to modify at any point, though you can only shape one area at a time; an unfinished formation slowly reverts to its original shape.\n\nThe spell can\u2019t shape stone, metal, or other hard materials. Rocks, plants, and structures shift or move to accommodate the new terrain, and may become unstable or fall.\n\nWhen you cast this spell as a ritual, the silver pickaxe must be worth at least 500 gp and is consumed.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "",
@@ -1729,7 +1729,7 @@
"damage_types": [
"bludgeoning"
],
- "desc": "You point at one creature you can see within range and send a lashing tendril of earth to haul it to the ground. The target must succeed on a Strength saving throw, or immediately fall prone. If the creature has a flying speed, it loses its flying speed for the spell’s duration, causing it to fall even if it can hover. An airborne creature takes falling damage as normal, up to a maximum of 4d6 points of bludgeoning damage.",
+ "desc": "You point at one creature you can see within range and send a lashing tendril of earth to haul it to the ground. The target must succeed on a Strength saving throw, or immediately fall prone. If the creature has a flying speed, it loses its flying speed for the spell\u2019s duration, causing it to fall even if it can hover. An airborne creature takes falling damage as normal, up to a maximum of 4d6 points of bludgeoning damage.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by 1 for each slot level above 2nd, and the maximum damage from falling increases by 1d6 for each slot level above 2nd.",
@@ -1768,7 +1768,7 @@
"damage_types": [
"bludgeoning"
],
- "desc": "You cause the ground immediately around you to shake and roll. Each other creature within 10 feet of you must make a Dexterity saving throw. On a failed save, a target takes 2d6 bludgeoning damage and is knocked prone. On a success, a target takes half as much damage and isn’t knocked prone. If the terrain is dirt or stone, it becomes difficult terrain for creatures other than you for the next hour.",
+ "desc": "You cause the ground immediately around you to shake and roll. Each other creature within 10 feet of you must make a Dexterity saving throw. On a failed save, a target takes 2d6 bludgeoning damage and is knocked prone. On a success, a target takes half as much damage and isn\u2019t knocked prone. If the terrain is dirt or stone, it becomes difficult terrain for creatures other than you for the next hour.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "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, and the radius increases by 5 feet for every two slot levels above 1st.",
@@ -1840,7 +1840,7 @@
"desc": "You open a momentary portal to an unknowable void, letting eldritch tentacles slip through to tear at your enemies. Each other creature within 10 feet of you must make a Strength saving throw. On a failed save, a target takes 3d4 necrotic damage and is gripped by the tentacles, preventing it from making reactions until the start of its next turn. On a successful save, the target takes half as much damage and instead has disadvantage on opportunity attacks until the start of its next turn.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
- "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st, and you can increase the spell’s radius by up to 5 feet for each slot level above 1st.",
+ "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st, and you can increase the spell\u2019s radius by up to 5 feet for each slot level above 1st.",
"level": 1,
"material": false,
"material_consumed": false,
@@ -1909,7 +1909,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You create a whirling shield of elemental power around yourself. When you cast this spell, select one of the following damage types: acid, cold, fire, lightning, or thunder. Until the spell ends, you gain immunity to that damage type, and creatures of your choice within 5 feet of you gain resistance to it. As a bonus action, you can change the shield’s damage type.",
+ "desc": "You create a whirling shield of elemental power around yourself. When you cast this spell, select one of the following damage types: acid, cold, fire, lightning, or thunder. Until the spell ends, you gain immunity to that damage type, and creatures of your choice within 5 feet of you gain resistance to it. As a bonus action, you can change the shield\u2019s damage type.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -1935,7 +1935,7 @@
},
{
"fields": {
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_bard",
"srd_druid"
@@ -2016,7 +2016,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You thin the fabric of the Ethereal Plane, allowing yourself to slide seamlessly over the boundary. For the duration, roll a d20 at the end of each of your turns. On a roll of 11 or higher, you slip into the Ethereal Plane, returning at the start of your next turn to the space you left. If that space is now occupied, you appear in the nearest unoccupied space. If you rolled an 11 or higher on your prior turn’s blink roll, you roll 2d20 and use the lower result. If you rolled 10 or lower, roll 2d20 and use the higher result.\n\nWhile on the Ethereal Plane, you can’t be perceived except by creatures capable of seeing into the Ethereal Plane. You can see and hear your plane of origin out to a range of 60 feet, but you can’t interact with anything or affect any creatures there. When the spell ends, you reappear on your plane of origin. You cannot cast this spell while already on the Ethereal Plane.",
+ "desc": "You thin the fabric of the Ethereal Plane, allowing yourself to slide seamlessly over the boundary. For the duration, roll a d20 at the end of each of your turns. On a roll of 11 or higher, you slip into the Ethereal Plane, returning at the start of your next turn to the space you left. If that space is now occupied, you appear in the nearest unoccupied space. If you rolled an 11 or higher on your prior turn\u2019s blink roll, you roll 2d20 and use the lower result. If you rolled 10 or lower, roll 2d20 and use the higher result.\n\nWhile on the Ethereal Plane, you can\u2019t be perceived except by creatures capable of seeing into the Ethereal Plane. You can see and hear your plane of origin out to a range of 60 feet, but you can\u2019t interact with anything or affect any creatures there. When the spell ends, you reappear on your plane of origin. You cannot cast this spell while already on the Ethereal Plane.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -2042,7 +2042,7 @@
},
{
"fields": {
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_druid",
"srd_warlock",
@@ -2051,7 +2051,7 @@
"concentration": true,
"damage_roll": "2d6",
"damage_types": [],
- "desc": "Select one creature you can see within range, and one damage type that isn’t bludgeoning, piercing, or slashing. The target must make a Charisma saving throw or lose any resistance to that damage type for the duration. The first two times each round that the target takes damage of the chosen type, it takes 2d6 additional damage of that type.",
+ "desc": "Select one creature you can see within range, and one damage type that isn\u2019t bludgeoning, piercing, or slashing. The target must make a Charisma saving throw or lose any resistance to that damage type for the duration. The first two times each round that the target takes damage of the chosen type, it takes 2d6 additional damage of that type.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell using a spell slot of 6th level or higher, the number of times each round the additional damage can occur increases by 1 for every two slot levels above 4th.",
@@ -2126,7 +2126,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You touch a willing creature, charging it with necrotic magic and allowing it to mimic death. The target gains 10 temporary hit points for the duration.\n\nAs an action, or as a reaction to being hit with an attack or taking damage, the target can appear dead to all outward inspection and to spells used to determine the target’s status. If the target breathes, its respiration is undetectable.\n\nWhile in this false state, the target drops prone, can see and hear normally, and has resistance to all damage except psychic damage. The false state ends if the target moves or takes an action, bonus action or reaction.\n\nThe spell ends once the target has left the false state. Additionally, you can use an action to touch the target and dismiss the spell.\n\nIf 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.",
+ "desc": "You touch a willing creature, charging it with necrotic magic and allowing it to mimic death. The target gains 10 temporary hit points for the duration.\n\nAs an action, or as a reaction to being hit with an attack or taking damage, the target can appear dead to all outward inspection and to spells used to determine the target\u2019s status. If the target breathes, its respiration is undetectable.\n\nWhile in this false state, the target drops prone, can see and hear normally, and has resistance to all damage except psychic damage. The false state ends if the target moves or takes an action, bonus action or reaction.\n\nThe spell ends once the target has left the false state. Additionally, you can use an action to touch the target and dismiss the spell.\n\nIf the target is diseased or poisoned when you cast the spell or becomes diseased or poisoned while under the spell\u2019s effect, the disease and poison have no effect until the spell ends.",
"document": "spells-that-dont-suck",
"duration": "8 hours",
"higher_level": "",
@@ -2189,7 +2189,7 @@
},
{
"fields": {
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_bard",
"srd_sorcerer",
@@ -2199,7 +2199,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You touch a willing creature, foretelling an accurate strike. The next attack the creature makes before the end of your next turn hits regardless of any modifiers or the target’s AC.",
+ "desc": "You touch a willing creature, foretelling an accurate strike. The next attack the creature makes before the end of your next turn hits regardless of any modifiers or the target\u2019s AC.",
"document": "spells-that-dont-suck",
"duration": "1 round",
"higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the number of attacks that creature makes which automatically hit increases by one for every two slot levels above 1st.",
@@ -2233,7 +2233,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You bewitch a creature’s mind, terrifying it. The target must succeed on a Wisdom saving throw or become frightened of you for the duration. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that is more than 90 feet away from you has advantage on its saving throw.",
+ "desc": "You bewitch a creature\u2019s mind, terrifying it. The target must succeed on a Wisdom saving throw or become frightened of you for the duration. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that is more than 90 feet away from you has advantage on its saving throw.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "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.",
@@ -2261,7 +2261,7 @@
{
"fields": {
"attack_roll": true,
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_druid"
],
@@ -2273,7 +2273,7 @@
"desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. It counts as a simple melee weapon with which you are proficient, and provides bright light in a 20-foot radius and dim light for an additional 20 feet.\n\nIt deals 2d6 fire damage on a hit and has the finesse, light, and thrown properties (range 20/60). If you hit a flammable creature or object, it ignites, taking 1d6 fire damage at the start of each of its turns until a creature uses its action to douse the flames on itself or another creature.\n\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 blade to reappear in your hand.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
- "higher_level": "When you cast this spell using a spell slot of 4th level or higher, both the blade’s damage and the burning damage increase by 1d6 for every two slot levels above 2nd.",
+ "higher_level": "When you cast this spell using a spell slot of 4th level or higher, both the blade\u2019s damage and the burning damage increase by 1d6 for every two slot levels above 2nd.",
"level": 2,
"material": true,
"material_consumed": false,
@@ -2379,7 +2379,7 @@
"damage_types": [
"fire"
],
- "desc": "A marble-sized ball of flame appears in your hand before darting out and exploding at a point you choose within range. Every creature within 20 feet of the point must make a Dexterity saving throw, taking 7d6 fire damage on a failure of half as much on a success.\n\nThe blast spreads around corners and ignites flammable objects that aren’t being worn or carried.",
+ "desc": "A marble-sized ball of flame appears in your hand before darting out and exploding at a point you choose within range. Every creature within 20 feet of the point must make a Dexterity saving throw, taking 7d6 fire damage on a failure of half as much on a success.\n\nThe blast spreads around corners and ignites flammable objects that aren\u2019t being worn or carried.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "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.",
@@ -2418,7 +2418,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You create linked magical gates that you can control for the duration. Select two unoccupied points on the ground that you can see within 500 feet of you. Glowing 10-foot diameter gates open over each point.\n\nYou choose whether the gates are visible and usable from both sides or only one side. Any creature or object entering one gate exits the other as if the two were adjacent to each other. You can use a bonus action to close, open, and move one or both gates up to 60 feet. The spell ends if a gate moves more than 500 feet from the caster’s original location.",
+ "desc": "You create linked magical gates that you can control for the duration. Select two unoccupied points on the ground that you can see within 500 feet of you. Glowing 10-foot diameter gates open over each point.\n\nYou choose whether the gates are visible and usable from both sides or only one side. Any creature or object entering one gate exits the other as if the two were adjacent to each other. You can use a bonus action to close, open, and move one or both gates up to 60 feet. The spell ends if a gate moves more than 500 feet from the caster\u2019s original location.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "",
@@ -2481,7 +2481,7 @@
},
{
"fields": {
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_paladin",
"srd_wizard"
@@ -2605,7 +2605,7 @@
"damage_types": [
"piercing"
],
- "desc": "You become made of stone. Until the spell ends, you gain the following benefits:\n\n - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n\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.\n\n - You can use your action to call spikes of stone to raise from the ground. All creatures of your choice within 15 feet of you must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much on a successful one. Its space becomes difficult terrain either way.",
+ "desc": "You become made of stone. Until the spell ends, you gain the following benefits:\n\n - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n\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\u2019t 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.\n\n - You can use your action to call spikes of stone to raise from the ground. All creatures of your choice within 15 feet of you must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much on a successful one. Its space becomes difficult terrain either way.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "",
@@ -2683,7 +2683,7 @@
"damage_types": [
"bludgeoning"
],
- "desc": "You become a gust of elemental wind. Until the spell ends, you gain the following benefits:\n\n - You have a flying speed of 60 feet.\n\n - You can move through and occupy the space of other creatures, and you ignore difficult terrain.\n\n - You are invisible.\n\n - You can use your action to unleash a powerful blast of wind in a 30 foot cone. Each creature in the cone must make a Strength saving throw. A creature takes 4d8 bludgeoning damage and is knocked 15 feet away from you on a failed save, or takes half as much damage and isn’t knocked backward on a successful one.",
+ "desc": "You become a gust of elemental wind. Until the spell ends, you gain the following benefits:\n\n - You have a flying speed of 60 feet.\n\n - You can move through and occupy the space of other creatures, and you ignore difficult terrain.\n\n - You are invisible.\n\n - You can use your action to unleash a powerful blast of wind in a 30 foot cone. Each creature in the cone must make a Strength saving throw. A creature takes 4d8 bludgeoning damage and is knocked 15 feet away from you on a failed save, or takes half as much damage and isn\u2019t knocked backward on a successful one.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "",
@@ -2794,7 +2794,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You create up to four small lights within range that hover in the air for the duration. Each light may appear as you wish (torch, lantern, glowing orb, etc.) and can be colored as you like. Whichever form you choose, each one sheds dim light in a 15-foot radius.\n\nAs a bonus action on your turn, you can extinguish or move any or all of the lights up to 60 feet within range. A light must be within 30 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. If you cast this spell again, any current lights you created with this spell instantly wink out.",
+ "desc": "You create up to four small lights within range that hover in the air for the duration. Each light may appear as you wish (torch, lantern, glowing orb, etc.) and can be colored as you like. Whichever form you choose, each one sheds dim light in a 15-foot radius.\n\nAs a bonus action on your turn, you can extinguish or move any or all of the lights up to 60 feet within range. A light must be within 30 feet of another light created by this spell, and a light winks out if it exceeds the spell\u2019s range. If you cast this spell again, any current lights you created with this spell instantly wink out.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "",
@@ -2832,7 +2832,7 @@
"damage_types": [
"necrotic"
],
- "desc": "You create an intangible, cadaverous hand that latches onto a creature within range, assailing its life force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn.\n\nIf you hit an undead target, it has disadvantage on attack rolls against you until the end of your next turn.\n\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
+ "desc": "You create an intangible, cadaverous hand that latches onto a creature within range, assailing its life force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and it can\u2019t regain hit points until the start of your next turn.\n\nIf you hit an undead target, it has disadvantage on attack rolls against you until the end of your next turn.\n\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
"document": "spells-that-dont-suck",
"duration": "1 round",
"higher_level": "",
@@ -2894,7 +2894,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_bard",
"srd_cleric",
@@ -2905,7 +2905,7 @@
"damage_types": [
"necrotic"
],
- "desc": "When you cast this spell, you mark a fixed surface with an arcane inscription, occupying a 5-foot diameter circle. When a creature enters the glyph’s space or otherwise disturbs it, the glyph triggers.\n\nYou can refine the trigger by specifying or exempting creatures or creature types, or by specifying a password a creature can speak as a reaction to prevent the glyph from triggering.\n\nThe glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. A creature has advantage on this check if it is able to perceive magical effects, such as by casting detect magic. If a creature uses its action to destroy the glyph, or the surface is destroyed, the spell ends without triggering.\n\nWhen you create the glyph, choose one of the options below, expending its material component. When the glyph triggers, it flares with colored light until destroyed. The effect immediately occurs, targeting every non-exempt creature within 60 feet.\n\n - **Weakness (Amethyst).** Each target must make a Strength saving throw. On a failure, it suffers crippling weakness for 1 hour. Its speed drops to 15 feet, and all its weapon attacks deal damage as if it rolled the minimum result.\n\n - **Binding (Topaz).** Each target must make a Dexterity saving throw. On a failure, it is restrained by magical lines of force for 1 hour.\n\n - **Death (Black Sapphire).** Each target must make a Constitution saving throw, dropping to 0 hit points on a failure or suffering 10d8 necrotic damage on a success.\n\n - **Bafflement (Citrine).** Each target must make an Intelligence saving throw. On a failed save, it loses its ability to understand the world for 1 hour. It cannot cast spells and has disadvantage on all ability checks and attack rolls.\n\n - **Rage (Garnet).** Each target must make a Wisdom saving throw. On a failed save, it becomes hostile to all other creatures and attacks the nearest target. It can repeat the save at the end of each of its turns.\n\n - **Stupor (Emerald).** Each target must make a Charisma saving throw, or enter a dazed state, its mind disconnected from its body. A creature takes no actions, and its speed is reduced by half. It recovers after 1 hour or when it takes any damage.",
+ "desc": "When you cast this spell, you mark a fixed surface with an arcane inscription, occupying a 5-foot diameter circle. When a creature enters the glyph\u2019s space or otherwise disturbs it, the glyph triggers.\n\nYou can refine the trigger by specifying or exempting creatures or creature types, or by specifying a password a creature can speak as a reaction to prevent the glyph from triggering.\n\nThe glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. A creature has advantage on this check if it is able to perceive magical effects, such as by casting detect magic. If a creature uses its action to destroy the glyph, or the surface is destroyed, the spell ends without triggering.\n\nWhen you create the glyph, choose one of the options below, expending its material component. When the glyph triggers, it flares with colored light until destroyed. The effect immediately occurs, targeting every non-exempt creature within 60 feet.\n\n - **Weakness (Amethyst).** Each target must make a Strength saving throw. On a failure, it suffers crippling weakness for 1 hour. Its speed drops to 15 feet, and all its weapon attacks deal damage as if it rolled the minimum result.\n\n - **Binding (Topaz).** Each target must make a Dexterity saving throw. On a failure, it is restrained by magical lines of force for 1 hour.\n\n - **Death (Black Sapphire).** Each target must make a Constitution saving throw, dropping to 0 hit points on a failure or suffering 10d8 necrotic damage on a success.\n\n - **Bafflement (Citrine).** Each target must make an Intelligence saving throw. On a failed save, it loses its ability to understand the world for 1 hour. It cannot cast spells and has disadvantage on all ability checks and attack rolls.\n\n - **Rage (Garnet).** Each target must make a Wisdom saving throw. On a failed save, it becomes hostile to all other creatures and attacks the nearest target. It can repeat the save at the end of each of its turns.\n\n - **Stupor (Emerald).** Each target must make a Charisma saving throw, or enter a dazed state, its mind disconnected from its body. A creature takes no actions, and its speed is reduced by half. It recovers after 1 hour or when it takes any damage.",
"document": "spells-that-dont-suck",
"duration": "until dispelled",
"higher_level": "",
@@ -2979,7 +2979,7 @@
"damage_types": [
"bludgeoning"
],
- "desc": "You create a giant, overwhelming wave at a point you can see, summoning a 50-foot long, 50-foot high, 10-foot thick wall of water. You can increase the casting time when casting the spell up to a maximum of 6 rounds; each round increases the wall’s size by 50 feet in length and height, and 10 feet in thickness (up to a maximum of 300 feet long, 300 feet high, and 60 feet thick).\n\nThe 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.\n\nAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet along the ground in a direction of your choice. 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.\n\nA creature caught in the wall can attempt to swim through it by making a successful Strength (Athletics) check against your spell save DC. If it fails the check, it can’t move. A creature that moves out of the spell’s area falls to the ground.",
+ "desc": "You create a giant, overwhelming wave at a point you can see, summoning a 50-foot long, 50-foot high, 10-foot thick wall of water. You can increase the casting time when casting the spell up to a maximum of 6 rounds; each round increases the wall\u2019s size by 50 feet in length and height, and 10 feet in thickness (up to a maximum of 300 feet long, 300 feet high, and 60 feet thick).\n\nThe 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.\n\nAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet along the ground in a direction of your choice. 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\u2019s 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.\n\nA creature caught in the wall can attempt to swim through it by making a successful Strength (Athletics) check against your spell save DC. If it fails the check, it can\u2019t move. A creature that moves out of the spell\u2019s area falls to the ground.",
"document": "spells-that-dont-suck",
"duration": "6 rounds",
"higher_level": "",
@@ -3016,7 +3016,7 @@
"bludgeoning",
"cold"
],
- "desc": "Balls of ice slam to the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range for the duration. The balls of ice turn the storm’s area of effect into difficult terrain. Any creature starting its turn in the cylinder must make a Dexterity saving throw. It takes 5d4 bludgeoning damage and 5d4 cold damage on a failed save, or half as much damage on a successful one.",
+ "desc": "Balls of ice slam to the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range for the duration. The balls of ice turn the storm\u2019s area of effect into difficult terrain. Any creature starting its turn in the cylinder must make a Dexterity saving throw. It takes 5d4 bludgeoning damage and 5d4 cold damage on a failed save, or half as much damage on a successful one.",
"document": "spells-that-dont-suck",
"duration": "1 round",
"higher_level": "When you cast this spell using a spell slot of 5th level or higher, the bludgeoning and cold damage both increase by 1d4 for each slot level above 4th. Additionally, the radius and height increase by 5 feet for each slot level above 4th.",
@@ -3055,7 +3055,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You afflict a creature you can see within range with an illusory phantasm. The target immediately perceives an object, creature, or other phenomenon which you specify. The phantasm lasts for the duration, must be smaller than a 10-foot cube, and is imperceptible except to the target. It seems real, including sound, smell, and any other properties as needed. The spell has no effect on undead or constructs. It can’t cause damage or inflict conditions. The target behaves as if the phantasm is real, and can inspect the phantasm as an action, making an Intelligence (Investigation) check against your spell save DC. If it is close enough to touch the phantasm, it has advantage on this check. On a success, the spell ends.\n\nAs a bonus action while you are within range, you can adjust the phantasm (for instance, moving a creature up to 30 feet, opening a door, or shattering a window).",
+ "desc": "You afflict a creature you can see within range with an illusory phantasm. The target immediately perceives an object, creature, or other phenomenon which you specify. The phantasm lasts for the duration, must be smaller than a 10-foot cube, and is imperceptible except to the target. It seems real, including sound, smell, and any other properties as needed. The spell has no effect on undead or constructs. It can\u2019t cause damage or inflict conditions. The target behaves as if the phantasm is real, and can inspect the phantasm as an action, making an Intelligence (Investigation) check against your spell save DC. If it is close enough to touch the phantasm, it has advantage on this check. On a success, the spell ends.\n\nAs a bonus action while you are within range, you can adjust the phantasm (for instance, moving a creature up to 30 feet, opening a door, or shattering a window).",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -3129,7 +3129,7 @@
"concentration": true,
"damage_roll": "1d6",
"damage_types": [],
- "desc": "You touch a melee weapon and enhance it with elemental power. Choose one of the following damage types: acid, cold, fire, or lightning. For the duration, the weapon deals 1d6 bonus damage on a hit, and the weapon’s base damage is changed to the chosen type. In addition, once per round after a creature takes damage from the weapon, it suffers an effect based on the damage type chosen:\n\n - **Acid.** The target takes 2d4 acid damage at the end of its next turn.\n\n - **Cold.** The target’s speed is halved until the end of its next turn.\n\n - **Fire.** The target takes 1d6 additional fire damage.\n\n - **Lightning.** The target can’t take reactions until the end of its next turn.",
+ "desc": "You touch a melee weapon and enhance it with elemental power. Choose one of the following damage types: acid, cold, fire, or lightning. For the duration, the weapon deals 1d6 bonus damage on a hit, and the weapon\u2019s base damage is changed to the chosen type. In addition, once per round after a creature takes damage from the weapon, it suffers an effect based on the damage type chosen:\n\n - **Acid.** The target takes 2d4 acid damage at the end of its next turn.\n\n - **Cold.** The target\u2019s speed is halved until the end of its next turn.\n\n - **Fire.** The target takes 1d6 additional fire damage.\n\n - **Lightning.** The target can\u2019t take reactions until the end of its next turn.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "When you cast this spell using a spell slot of 5th level or higher, the bonus damage increases by 1d6 for every two slot levels above 3rd.",
@@ -3235,7 +3235,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is afflicted with one of the diseases listed below (your choice). The spell has no effect on constructs, undead, or creatures immune to disease. The disease is magical and can only be cured by the heal spell or equivalent magic.\n\nAt the end of each of the target’s turns, it must make another Constitution saving throw. If it succeeds, it suffers no effects from the disease until the end of its next turn. When the target has succeeded on three of these saving throws, it is no longer diseased. When it has failed on three of these saving throws, the disease sets in, and lasts for 7 days, or until treated by an appropriate means. Once the target has either three successes or three failures on these saving throws, it stops making saves for this spell.\n\n - **Muscle Weakness.** The creature’s arms become unbearably weak. It has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Its attacks using Strength deal half damage.\n\n - **Trembling Spasms.** The creature is overcome with terrible tremors. It has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Its attacks using Dexterity do half damage.\n\n - **Skinslough.** The creature’s skin becomes paper-thin and causes agonizing pain when it tears. It has disadvantage on Constitution checks and Constitution saving throws, except those caused by this spell. In addition, when the creature takes damage, its speed is reduced to 10 feet until the end of its next turn.\n\n - **Mindrot.** The creature becomes disoriented and confused. The creature has disadvantage on Intelligence checks and Intelligence saving throws and cannot tell friend from foe in combat.\n\n - **Fire-eyes Fever.** The creature’s eyes turn milky white and are searingly painful. It has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.\n\n - **Flesh Rot.** The creature’s flesh decays. It has disadvantage on Charisma checks and Charisma saving throws and takes 5 additional points of damage when it suffers bludgeoning, piercing, or slashing damage.",
+ "desc": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is afflicted with one of the diseases listed below (your choice). The spell has no effect on constructs, undead, or creatures immune to disease. The disease is magical and can only be cured by the heal spell or equivalent magic.\n\nAt the end of each of the target\u2019s turns, it must make another Constitution saving throw. If it succeeds, it suffers no effects from the disease until the end of its next turn. When the target has succeeded on three of these saving throws, it is no longer diseased. When it has failed on three of these saving throws, the disease sets in, and lasts for 7 days, or until treated by an appropriate means. Once the target has either three successes or three failures on these saving throws, it stops making saves for this spell.\n\n - **Muscle Weakness.** The creature\u2019s arms become unbearably weak. It has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Its attacks using Strength deal half damage.\n\n - **Trembling Spasms.** The creature is overcome with terrible tremors. It has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Its attacks using Dexterity do half damage.\n\n - **Skinslough.** The creature\u2019s skin becomes paper-thin and causes agonizing pain when it tears. It has disadvantage on Constitution checks and Constitution saving throws, except those caused by this spell. In addition, when the creature takes damage, its speed is reduced to 10 feet until the end of its next turn.\n\n - **Mindrot.** The creature becomes disoriented and confused. The creature has disadvantage on Intelligence checks and Intelligence saving throws and cannot tell friend from foe in combat.\n\n - **Fire-eyes Fever.** The creature\u2019s eyes turn milky white and are searingly painful. It has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.\n\n - **Flesh Rot.** The creature\u2019s flesh decays. It has disadvantage on Charisma checks and Charisma saving throws and takes 5 additional points of damage when it suffers bludgeoning, piercing, or slashing damage.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "",
@@ -3261,7 +3261,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_bard",
"srd_cleric",
@@ -3308,7 +3308,7 @@
"concentration": true,
"damage_roll": "7d4",
"damage_types": [],
- "desc": "You create an eerie, pulsating blue light within a 30-foot radius sphere centered on a point you choose within range. The bright light spreads around corners, and lasts until the spell ends.\n\nWhen a creature moves into the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. Constructs automatically succeed on saving throws against this spell.\n\nOn a failure, the creature’s hit point maximum is reduced by 7d4, its speed is reduced by 5 feet, and it receives a -2 penalty to attack rolls, ability checks, saving throws, and save DCs. A creature suffers cumulative effects with each failed saving throw. If a creature fails its saving throw five times, it dies.\n\nAdditionally on a failure, the creature emits light in a 5-foot radius and can’t benefit from being invisible. Each subsequent failed save increases the radius by 5 feet.\n\nAll effects caused by this spell (except death) end when the spell ends.",
+ "desc": "You create an eerie, pulsating blue light within a 30-foot radius sphere centered on a point you choose within range. The bright light spreads around corners, and lasts until the spell ends.\n\nWhen a creature moves into the spell\u2019s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. Constructs automatically succeed on saving throws against this spell.\n\nOn a failure, the creature\u2019s hit point maximum is reduced by 7d4, its speed is reduced by 5 feet, and it receives a -2 penalty to attack rolls, ability checks, saving throws, and save DCs. A creature suffers cumulative effects with each failed saving throw. If a creature fails its saving throw five times, it dies.\n\nAdditionally on a failure, the creature emits light in a 5-foot radius and can\u2019t benefit from being invisible. Each subsequent failed save increases the radius by 5 feet.\n\nAll effects caused by this spell (except death) end when the spell ends.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "When you cast this spell using a spell slot of 5th level or higher, the hit point maximum reduction increases by 1d4 for each slot level above 4th.",
@@ -3338,7 +3338,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_druid",
"srd_ranger"
@@ -3385,7 +3385,7 @@
"damage_types": [
"necrotic"
],
- "desc": "You send tendrils of necrotic energy out, sucking the life essence from your foes. Select up to three creatures within range that aren’t constructs or undead. Make a ranged spell attack against each target, dealing 3d6 necrotic damage on a hit. You regain hit points equal to half the damage dealt.",
+ "desc": "You send tendrils of necrotic energy out, sucking the life essence from your foes. Select up to three creatures within range that aren\u2019t constructs or undead. Make a ranged spell attack against each target, dealing 3d6 necrotic damage on a hit. You regain hit points equal to half the damage dealt.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every two slot levels above 5th.",
@@ -3421,7 +3421,7 @@
"damage_types": [
"lightning"
],
- "desc": "A brilliant, blue-white beam of lightning flashes forth from your fingertips, forming a line 100 feet long and 5 feet wide in a direction you choose.\n\nYou can cause the beam to bounce once off of a solid, non-conductive object that you can see (such as a stone wall) in a new direction you choose equal to the beam’s remaining length. Each creature in the beam’s path must make a Dexterity saving throw. A target creature takes 4d12 lightning damage on a failure, or half as much damage on a success.\n\nThe lightning ignites flammable objects in the area that aren’t being worn or carried.",
+ "desc": "A brilliant, blue-white beam of lightning flashes forth from your fingertips, forming a line 100 feet long and 5 feet wide in a direction you choose.\n\nYou can cause the beam to bounce once off of a solid, non-conductive object that you can see (such as a stone wall) in a new direction you choose equal to the beam\u2019s remaining length. Each creature in the beam\u2019s path must make a Dexterity saving throw. A target creature takes 4d12 lightning damage on a failure, or half as much damage on a success.\n\nThe lightning ignites flammable objects in the area that aren\u2019t being worn or carried.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.",
@@ -3460,7 +3460,7 @@
"damage_types": [
"lightning"
],
- "desc": "You create a whip of crackling electricity and crack it outwards at a creature you choose that you can see within 30 feet. Make a melee spell attack. On a hit, the target takes 1d6 lightning damage and is ensnared by the lightning leash. If the target moves outside of the spell’s range before the start of your next turn, you can use your reaction to yank on the leash. The target must succeed on a Strength saving throw or take 1d6 lightning damage and have its speed halved until the start of your next turn. Once it is outside of the spell’s range, the leash dissipates.\n\nBoth damage rolls increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).",
+ "desc": "You create a whip of crackling electricity and crack it outwards at a creature you choose that you can see within 30 feet. Make a melee spell attack. On a hit, the target takes 1d6 lightning damage and is ensnared by the lightning leash. If the target moves outside of the spell\u2019s range before the start of your next turn, you can use your reaction to yank on the leash. The target must succeed on a Strength saving throw or take 1d6 lightning damage and have its speed halved until the start of your next turn. Once it is outside of the spell\u2019s range, the leash dissipates.\n\nBoth damage rolls increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).",
"document": "spells-that-dont-suck",
"duration": "1 round",
"higher_level": "",
@@ -3524,7 +3524,7 @@
},
{
"fields": {
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_paladin"
],
@@ -3533,7 +3533,7 @@
"damage_types": [
"radiant"
],
- "desc": "The next time you hit a creature with a melee weapon attack before this spell ends, the weapon flashes with otherworldly light, dealing 2d8 additional radiant damage. Until the spell ends, the target can’t be invisible, isn’t obscured by a _darkness_ spell, and sheds dim light in a 5-foot radius.",
+ "desc": "The next time you hit a creature with a melee weapon attack before this spell ends, the weapon flashes with otherworldly light, dealing 2d8 additional radiant damage. Until the spell ends, the target can\u2019t be invisible, isn\u2019t obscured by a _darkness_ spell, and sheds dim light in a 5-foot radius.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d8 for each slot level above 2nd.",
@@ -3568,7 +3568,7 @@
"damage_types": [
"radiant"
],
- "desc": "You call down a beam of shimmering moonlight at a point within range. The beam takes the shape of a 5-foot radius, 40-foot high cylinder of dim light.\n\nWhen a creature starts its turn in the beam or moves into the beam during its turn, it is seared by the pale light. It must make a Constitution saving throw, taking 2d10 radiant damage on a failure, or half as much on a success. A shapechanger or other creature susceptible to silver has disadvantage on this saving throw, takes an additional 1d10 damage on a failure, and cannot change its form while within the beam.\n\nAs an action on each of your subsequent turns, you can move the beam up to 60 feet in any direction within the spell’s range.",
+ "desc": "You call down a beam of shimmering moonlight at a point within range. The beam takes the shape of a 5-foot radius, 40-foot high cylinder of dim light.\n\nWhen a creature starts its turn in the beam or moves into the beam during its turn, it is seared by the pale light. It must make a Constitution saving throw, taking 2d10 radiant damage on a failure, or half as much on a success. A shapechanger or other creature susceptible to silver has disadvantage on this saving throw, takes an additional 1d10 damage on a failure, and cannot change its form while within the beam.\n\nAs an action on each of your subsequent turns, you can move the beam up to 60 feet in any direction within the spell\u2019s range.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.",
@@ -3606,7 +3606,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You infuse the components used in the spell’s casting with magic. The fruit gains minor healing properties for the duration. A creature can use its action to eat one fruit and restore 1 hit point. If a creature eats 10 infused fruits, the magic combines to provide enough nourishment to sustain a creature for one day.",
+ "desc": "You infuse the components used in the spell\u2019s casting with magic. The fruit gains minor healing properties for the duration. A creature can use its action to eat one fruit and restore 1 hit point. If a creature eats 10 infused fruits, the magic combines to provide enough nourishment to sustain a creature for one day.",
"document": "spells-that-dont-suck",
"duration": "24 hours",
"higher_level": "",
@@ -3632,7 +3632,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_druid",
"srd_ranger",
@@ -3680,7 +3680,7 @@
"damage_types": [],
"desc": "You mold earth you can see within range, causing it to twist and buckle to your command. Select one of the following effects:\n\n - You can excavate a 5-foot cube of loose dirt or soil and move it along the ground to another unoccupied space within 5 feet.\n\n - You can make minor alterations to dirt or stone, such as changing its color or carving small, simple shapes.\n\n - You can turn a 5-foot square of earth or stone into difficult terrain for 1 hour. You can create up to three patches of difficult terrain this way; if you create additional patches, the first one you created returns to normal terrain.",
"document": "spells-that-dont-suck",
- "duration": " specs",
+ "duration": "special",
"higher_level": "",
"level": 0,
"material": false,
@@ -3712,9 +3712,9 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You control a fire you can see within range, causing it to bend to your command. Select one of the following effects:\n\n - You can grant a creature of your choice within range resistance to fire damage until the start of your next turn.\n\n - You can spark or spread fire in a 5-foot cube, as long as there is fuel that can be ignited within the area.\n\n - You can douse fire within a 5-foot cube.\n\n - You can adjust a flame’s brightness (halving or doubling it), color (turning the flames to any color of your choice), or shape (forming simple shapes) within a 5-foot cube for 10 minutes.",
+ "desc": "You control a fire you can see within range, causing it to bend to your command. Select one of the following effects:\n\n - You can grant a creature of your choice within range resistance to fire damage until the start of your next turn.\n\n - You can spark or spread fire in a 5-foot cube, as long as there is fuel that can be ignited within the area.\n\n - You can douse fire within a 5-foot cube.\n\n - You can adjust a flame\u2019s brightness (halving or doubling it), color (turning the flames to any color of your choice), or shape (forming simple shapes) within a 5-foot cube for 10 minutes.",
"document": "spells-that-dont-suck",
- "duration": "1 spec",
+ "duration": "special",
"higher_level": "",
"level": 0,
"material": false,
@@ -3780,7 +3780,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You create a small gust within range, causing the air to surge and swirl to your command. Select one of the following effects:\n\n - The next ranged weapon attack against a creature of your choice within range has disadvantage.\n\n - One Large or smaller creature of your choice within range must succeed on a Strength saving throw or be pushed 5 feet or knocked prone (your choice).\n\n - You can increase the next jump made by a creature of your choice within range by 5 feet.\n\n - You manipulate the wind in a minor way, such as pushing a light object up to 10 feet, rustling plants, slamming a door, or similar effects. These aren’t powerful enough to move creatures or deal damage.",
+ "desc": "You create a small gust within range, causing the air to surge and swirl to your command. Select one of the following effects:\n\n - The next ranged weapon attack against a creature of your choice within range has disadvantage.\n\n - One Large or smaller creature of your choice within range must succeed on a Strength saving throw or be pushed 5 feet or knocked prone (your choice).\n\n - You can increase the next jump made by a creature of your choice within range by 5 feet.\n\n - You manipulate the wind in a minor way, such as pushing a light object up to 10 feet, rustling plants, slamming a door, or similar effects. These aren\u2019t powerful enough to move creatures or deal damage.",
"document": "spells-that-dont-suck",
"duration": "1 round",
"higher_level": "",
@@ -3813,7 +3813,7 @@
"damage_types": [
"force"
],
- "desc": "You empower yourself with the physical prowess and battle knowledge of famous warriors. Until the spell ends, you can’t cast spells or concentrate on them, and you gain the following benefits:\n\n - You gain 50 temporary hit points for the duration.\n\n - You have advantage on all weapon attacks, and when you hit a target with a weapon attack, it takes an extra 2d12 force damage.\n\n - You have proficiency in all armor, shields, simple weapons, martial weapons, and with Strength and Constitution saving throws.\n\n - You can attack twice, instead of once, when you take the Attack action on your turn, unless you already have a feature (such as Extra Attack) which gives you extra attacks.\n\n - You can conjure and equip (as part of the action used to cast the spell) any armor and any simple or martial weapon of your choice. These items have no strength requirements and are magical in nature, but otherwise have the same properties as their nonmagical counterparts. The equipment vanishes when the spell ends.\n\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. You can end the spell as a bonus action.",
+ "desc": "You empower yourself with the physical prowess and battle knowledge of famous warriors. Until the spell ends, you can\u2019t cast spells or concentrate on them, and you gain the following benefits:\n\n - You gain 50 temporary hit points for the duration.\n\n - You have advantage on all weapon attacks, and when you hit a target with a weapon attack, it takes an extra 2d12 force damage.\n\n - You have proficiency in all armor, shields, simple weapons, martial weapons, and with Strength and Constitution saving throws.\n\n - You can attack twice, instead of once, when you take the Attack action on your turn, unless you already have a feature (such as Extra Attack) which gives you extra attacks.\n\n - You can conjure and equip (as part of the action used to cast the spell) any armor and any simple or martial weapon of your choice. These items have no strength requirements and are magical in nature, but otherwise have the same properties as their nonmagical counterparts. The equipment vanishes when the spell ends.\n\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. You can end the spell as a bonus action.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "",
@@ -3887,7 +3887,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You form a mental connection with another creature. The target must make a Wisdom saving throw modified by its location and your familiarity. The target is aware of the contact and can choose to fail its saving throw.\n\n| Circumstances | Save Modifier |\n| --- | --- |\n| On a different plane | +10 |\n| Secondhand (you know of the target) | +5 |\n| Firsthand (you have met the target) | 0 |\n| Familiar (you know the target well) | -5 |\n| Within sight or hearing | -5 |\n\nOn a failure, you and the target can communicate via the link, and the target recognizes you as a creature it is communicating with. Additionally, you can cast any divination or illusion spell of 4th level or lower that targets a creature on the creature you have linked to, regardless of the spell’s range requirement, such as detect thoughts or major image, but the spell only affects that creature. Finally, you can use your action to use its senses instead of your own until the start of your next turn.\n\nIf you cast a spell in this manner, the target may repeat its saving throw against this spell at the end of each of its turns.",
+ "desc": "You form a mental connection with another creature. The target must make a Wisdom saving throw modified by its location and your familiarity. The target is aware of the contact and can choose to fail its saving throw.\n\n| Circumstances | Save Modifier |\n| --- | --- |\n| On a different plane | +10 |\n| Secondhand (you know of the target) | +5 |\n| Firsthand (you have met the target) | 0 |\n| Familiar (you know the target well) | -5 |\n| Within sight or hearing | -5 |\n\nOn a failure, you and the target can communicate via the link, and the target recognizes you as a creature it is communicating with. Additionally, you can cast any divination or illusion spell of 4th level or lower that targets a creature on the creature you have linked to, regardless of the spell\u2019s range requirement, such as detect thoughts or major image, but the spell only affects that creature. Finally, you can use your action to use its senses instead of your own until the start of your next turn.\n\nIf you cast a spell in this manner, the target may repeat its saving throw against this spell at the end of each of its turns.",
"document": "spells-that-dont-suck",
"duration": "24 hours",
"higher_level": "",
@@ -3960,7 +3960,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "As an action, or as a reaction when you are hit by an attack, you become invisible, hidden and create an illusory double of yourself in your space. The double can move at your speed, can gesture or speak as you choose, and mimics any action you take (your attacks or spells appear to originate from the double). The double has the same AC as you.\n\nAny time a creature would damage the double, or perceives the double making an attack or casting a spell, it makes an Intelligence (Investigation) check against your spell save DC. If the check succeeds, it realizes the double is an illusion and you are no longer invisible to that creature.\n\nAs an action, you can use the double’s senses instead of your own until you use your action to return to your normal senses, or until the spell ends. While you do so, you are blinded and deafened to your own surroundings.",
+ "desc": "As an action, or as a reaction when you are hit by an attack, you become invisible, hidden and create an illusory double of yourself in your space. The double can move at your speed, can gesture or speak as you choose, and mimics any action you take (your attacks or spells appear to originate from the double). The double has the same AC as you.\n\nAny time a creature would damage the double, or perceives the double making an attack or casting a spell, it makes an Intelligence (Investigation) check against your spell save DC. If the check succeeds, it realizes the double is an illusion and you are no longer invisible to that creature.\n\nAs an action, you can use the double\u2019s senses instead of your own until you use your action to return to your normal senses, or until the spell ends. While you do so, you are blinded and deafened to your own surroundings.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "",
@@ -4029,7 +4029,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You transform up to a 40-foot cube of earth with one of the following effects:\n\n**Create Mud.** Rock and dirt in the area becomes mud for the spell’s duration. Creatures sink into the ground, and each foot that a creature moves costs 4 feet of movement. If a creature is on the ground when you cast the spell, moves into the area for the first time, or ends its turn there, it must make a Strength saving throw. On a failure, the creature is restrained. As an action, a restrained target or another creature within 5 feet can end the restrained condition.\n\n**Create Rock.** An area of wet earth less than 10 feet deep becomes rock for the spell’s duration. Any creature standing in the mixture when it hardens must make a Dexterity saving throw. On a success, a creature moves to an unoccupied space on the rock’s surface. On a failure, a creature is restrained. As an action, a restrained target or another creature within 5 feet can end the restrained condition by succeeding on a Strength (Athletics) check against your spell save DC. The rock has AC 15 and 25 hit points and is immune to poison and psychic damage.",
+ "desc": "You transform up to a 40-foot cube of earth with one of the following effects:\n\n**Create Mud.** Rock and dirt in the area becomes mud for the spell\u2019s duration. Creatures sink into the ground, and each foot that a creature moves costs 4 feet of movement. If a creature is on the ground when you cast the spell, moves into the area for the first time, or ends its turn there, it must make a Strength saving throw. On a failure, the creature is restrained. As an action, a restrained target or another creature within 5 feet can end the restrained condition.\n\n**Create Rock.** An area of wet earth less than 10 feet deep becomes rock for the spell\u2019s duration. Any creature standing in the mixture when it hardens must make a Dexterity saving throw. On a success, a creature moves to an unoccupied space on the rock\u2019s surface. On a failure, a creature is restrained. As an action, a restrained target or another creature within 5 feet can end the restrained condition by succeeding on a Strength (Athletics) check against your spell save DC. The rock has AC 15 and 25 hit points and is immune to poison and psychic damage.",
"document": "spells-that-dont-suck",
"duration": "until dispelled",
"higher_level": "",
@@ -4068,7 +4068,7 @@
"damage_types": [
"bludgeoning"
],
- "desc": "You take control of loose soil and rock and mold it into a small construct, creating a Medium mud golem which occupies a 5-foot space within range. The mud golem has AC 12 and 20 hit points. It can immediately grab at a Large or smaller creature within 5 feet, forcing the target to make a Strength saving throw. On a failure, the target becomes restrained and takes 2d6 bludgeoning damage.\n\nAs long as the mud golem is within 30 feet of you, you can mentally command it as an action. If it is restraining a target, you can command it to squeeze. The target makes a Strength saving throw, taking 2d6 bludgeoning damage on a failure, or half as much on a success. Alternatively, you can command the golem to dissolve and reform (with full hit points, even if it has been destroyed) anywhere within the spell’s range and attempt to grab a creature within 5 feet. You can order the golem to let go of a creature at any time (no action required).\n\nTo break out, a restrained target can use its action to attempt a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, it is no longer restrained.",
+ "desc": "You take control of loose soil and rock and mold it into a small construct, creating a Medium mud golem which occupies a 5-foot space within range. The mud golem has AC 12 and 20 hit points. It can immediately grab at a Large or smaller creature within 5 feet, forcing the target to make a Strength saving throw. On a failure, the target becomes restrained and takes 2d6 bludgeoning damage.\n\nAs long as the mud golem is within 30 feet of you, you can mentally command it as an action. If it is restraining a target, you can command it to squeeze. The target makes a Strength saving throw, taking 2d6 bludgeoning damage on a failure, or half as much on a success. Alternatively, you can command the golem to dissolve and reform (with full hit points, even if it has been destroyed) anywhere within the spell\u2019s range and attempt to grab a creature within 5 feet. You can order the golem to let go of a creature at any time (no action required).\n\nTo break out, a restrained target can use its action to attempt a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, it is no longer restrained.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -4140,7 +4140,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "Your surrounding natural environment accommodates your movement while creating obstacles to protect you in a 10-foot radius. Until the spell ends, the aura moves with you, centered on you. The area within the aura provides three-quarters cover, and is difficult terrain for creatures other than you.\n\nAs a bonus action (or as a reaction to a creature entering the aura), you can cause the elements to powerfully surge away from you. Large or smaller creatures within the aura must make a Strength saving throw. On a success, a creature is pushed out of the aura’s area to the nearest unoccupied space. On a failure, the creature also falls prone.",
+ "desc": "Your surrounding natural environment accommodates your movement while creating obstacles to protect you in a 10-foot radius. Until the spell ends, the aura moves with you, centered on you. The area within the aura provides three-quarters cover, and is difficult terrain for creatures other than you.\n\nAs a bonus action (or as a reaction to a creature entering the aura), you can cause the elements to powerfully surge away from you. Large or smaller creatures within the aura must make a Strength saving throw. On a success, a creature is pushed out of the aura\u2019s area to the nearest unoccupied space. On a failure, the creature also falls prone.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "",
@@ -4212,7 +4212,7 @@
"damage_types": [
"necrotic"
],
- "desc": "You tear a rift to a plane of death at a point within range, summoning forth a flood of negative energy. All non-undead creatures within 10 feet of the rift must make a Constitution saving throw, taking 6d8 necrotic damage on a failure or half as much on a success. If a creature is killed by this spell, the blast spreads, affecting a 10-foot radius around that creature as well. A creature cannot be damaged twice by the spell, and the spell ends after damaging 10 creatures.\n\nIf a humanoid dies from this spell, it rises as a _zombie_ at the start of your next turn and attacks the closest living creature. The GM may either use the zombie statistics from the Basic Rules, or the zombie template as described in _reanimation_. At the GM’s discretion, other creature types may rise as different undead.",
+ "desc": "You tear a rift to a plane of death at a point within range, summoning forth a flood of negative energy. All non-undead creatures within 10 feet of the rift must make a Constitution saving throw, taking 6d8 necrotic damage on a failure or half as much on a success. If a creature is killed by this spell, the blast spreads, affecting a 10-foot radius around that creature as well. A creature cannot be damaged twice by the spell, and the spell ends after damaging 10 creatures.\n\nIf a humanoid dies from this spell, it rises as a _zombie_ at the start of your next turn and attacks the closest living creature. The GM may either use the zombie statistics from the Basic Rules, or the zombie template as described in _reanimation_. At the GM\u2019s discretion, other creature types may rise as different undead.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "When you cast this spell using a spell slot of 6th level or higher, the maximum number of creatures damaged increases by 2 for each slot level above 5th.",
@@ -4319,7 +4319,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You attempt to petrify a creature that you can see within range. If the target’s body is made of flesh, the creature must make a Constitution saving throw. If it fails its saving throw by 5 or more, the creature is instantly petrified; otherwise, a creature that fails the save begins to turn to stone and is restrained.\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 save, it is petrified.\n\nThe petrification lasts until the creature is freed by the greater restoration spell or other magic.\n\nIf the creature is physically broken while petrified, it suffers from similar damage if it reverts to its original state.",
+ "desc": "You attempt to petrify a creature that you can see within range. If the target\u2019s body is made of flesh, the creature must make a Constitution saving throw. If it fails its saving throw by 5 or more, the creature is instantly petrified; otherwise, a creature that fails the save begins to turn to stone and is restrained.\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 save, it is petrified.\n\nThe petrification lasts until the creature is freed by the greater restoration spell or other magic.\n\nIf the creature is physically broken while petrified, it suffers from similar damage if it reverts to its original state.",
"document": "spells-that-dont-suck",
"duration": "3 rounds",
"higher_level": "",
@@ -4357,7 +4357,7 @@
"damage_types": [
"psychic"
],
- "desc": "You plant a debilitating phantasm into the mind of a creature you can see within range. The target must succeed on a Wisdom saving throw or it believes the phantasm to be real and capable of hindering and harming it. When you cast the spell, select one of the following options:\n\n - **Blinded.** Your phantasm blocks the target’s sight, blinding it.\n\n - **Restrained.** Your phantasm entangles the target, restraining it.\n\n - **Terrified.** Your phantasm takes the form of the target’s greatest fears, making it frightened.\n\n - **Assailed.** Your phantasm is real enough to cause harm. The target takes 2d10 psychic damage at the start of each of its turns.\n\nThe target can repeat the saving throw at the end of each of its turns, ending the spell on a success.",
+ "desc": "You plant a debilitating phantasm into the mind of a creature you can see within range. The target must succeed on a Wisdom saving throw or it believes the phantasm to be real and capable of hindering and harming it. When you cast the spell, select one of the following options:\n\n - **Blinded.** Your phantasm blocks the target\u2019s sight, blinding it.\n\n - **Restrained.** Your phantasm entangles the target, restraining it.\n\n - **Terrified.** Your phantasm takes the form of the target\u2019s greatest fears, making it frightened.\n\n - **Assailed.** Your phantasm is real enough to cause harm. The target takes 2d10 psychic damage at the start of each of its turns.\n\nThe target can repeat the saving throw at the end of each of its turns, ending the spell on a success.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -4394,7 +4394,7 @@
"damage_types": [
"psychic"
],
- "desc": "You select a creature you can see within range and create an illusion of its worst nightmares, which only it can see. At the start of each of the target’s turns, it must make a Wisdom saving throw. On a failure, it takes 4d10 psychic damage and is frightened. On a success, the spell ends.",
+ "desc": "You select a creature you can see within range and create an illusion of its worst nightmares, which only it can see. At the start of each of the target\u2019s turns, it must make a Wisdom saving throw. On a failure, it takes 4d10 psychic damage and is frightened. On a success, the spell ends.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.",
@@ -4431,7 +4431,7 @@
"damage_types": [
"psychic"
],
- "desc": "You create horrifying illusions in the minds of creatures you can see. Select any number of creatures within 30 feet of a point you can see within range. Each target must make a Wisdom saving throw or become frightened for the duration. While frightened in this way, at the start of a creature’s turn, it takes 6d10 psychic damage and must roll 1d10, suffering an effect from the table below. Unless noted, effects last until the start of the creature’s next turn.\n\n| d10 | Effect |\n| --- | --- |\n| 1 | The creature believes itself dead and falls unconscious until it takes damage or is awoken as an action. |\n| 2-3 | The creature is paralyzed with fear. |\n| 4-5 | The creature is stunned. |\n| 6-7 | The creature's speed is reduced to 0. |\n| 8-10 | The creature screams uncontrollably and can make no other sounds. |\n\nA creature can repeat the saving throw at the end of each of its turns, ending the spell for itself on a success.",
+ "desc": "You create horrifying illusions in the minds of creatures you can see. Select any number of creatures within 30 feet of a point you can see within range. Each target must make a Wisdom saving throw or become frightened for the duration. While frightened in this way, at the start of a creature\u2019s turn, it takes 6d10 psychic damage and must roll 1d10, suffering an effect from the table below. Unless noted, effects last until the start of the creature\u2019s next turn.\n\n| d10 | Effect |\n| --- | --- |\n| 1 | The creature believes itself dead and falls unconscious until it takes damage or is awoken as an action. |\n| 2-3 | The creature is paralyzed with fear. |\n| 4-5 | The creature is stunned. |\n| 6-7 | The creature's speed is reduced to 0. |\n| 8-10 | The creature screams uncontrollably and can make no other sounds. |\n\nA creature can repeat the saving throw at the end of each of its turns, ending the spell for itself on a success.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -4509,9 +4509,9 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You command up to three willing prone creatures of your choice that you can see within range to sleep. The spell ends for a target if it wakes up, such as through damage or being shaken awake as an action. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t benefit from this spell again until it finishes a long rest. The spell’s duration is one-fifth the time normally required for a short rest (for example, 12 minutes for a one-hour rest).",
+ "desc": "You command up to three willing prone creatures of your choice that you can see within range to sleep. The spell ends for a target if it wakes up, such as through damage or being shaken awake as an action. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can\u2019t benefit from this spell again until it finishes a long rest. The spell\u2019s duration is one-fifth the time normally required for a short rest (for example, 12 minutes for a one-hour rest).",
"document": "spells-that-dont-suck",
- "duration": " specs",
+ "duration": "special",
"higher_level": "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.",
"level": 3,
"material": false,
@@ -4589,7 +4589,7 @@
"damage_types": [
"psychic"
],
- "desc": "You pierce the mind of one creature you can see within range. The target must make an Intelligence saving throw, taking 3d8 psychic damage on a failure, or half as much damage on a success. On a failure, you psychically pin the target and link yourself to its mind. For the duration, you can use a bonus action to mentally twist the skewer, causing the creature to subtract 1d4 from the next saving throw it makes before the end of your next turn.\n\nAdditionally, you have perfect knowledge of the target’s location as long as you are on the same plane of existence. The target can’t be hidden from you and gains no benefit from the invisible condition against you. If you maintain concentration for the full duration, this knowledge persists 1 hour after the spell ends.",
+ "desc": "You pierce the mind of one creature you can see within range. The target must make an Intelligence saving throw, taking 3d8 psychic damage on a failure, or half as much damage on a success. On a failure, you psychically pin the target and link yourself to its mind. For the duration, you can use a bonus action to mentally twist the skewer, causing the creature to subtract 1d4 from the next saving throw it makes before the end of your next turn.\n\nAdditionally, you have perfect knowledge of the target\u2019s location as long as you are on the same plane of existence. The target can\u2019t be hidden from you and gains no benefit from the invisible condition against you. If you maintain concentration for the full duration, this knowledge persists 1 hour after the spell ends.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.",
@@ -4624,7 +4624,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You attempt to mentally manipulate a creature or object you can see within range. Choose one of the following effects:\n\n - **Creature.** You attempt to move a Huge or smaller creature, including yourself. The creature must make a Strength saving throw. A creature can willingly fail this save. On a failure, you move the creature up to 30 feet in any direction within the spell’s range, and you may restrain the creature until the end of your next turn.\n\n - **Object.** You attempt to move an object that weighs up to 1,000 pounds and can exert fine control on it. If the object isn’t being worn or carried, you move it up to 30 feet in any direction within the spell’s range. If the object is worn or carried by a creature, the creature must make a Strength saving throw. On a failure, you pull the object away from that creature and can move it up to 30 feet in any direction within the spell’s range.\n\nA creature or object moved into mid-air will hover until the end of your next turn.\n\nOn each of your turns after you cast this spell, you can use an action to attempt to continue the effect (with the target repeating the saving throw) or choose a new target. You can only affect one object or creature at a time.",
+ "desc": "You attempt to mentally manipulate a creature or object you can see within range. Choose one of the following effects:\n\n - **Creature.** You attempt to move a Huge or smaller creature, including yourself. The creature must make a Strength saving throw. A creature can willingly fail this save. On a failure, you move the creature up to 30 feet in any direction within the spell\u2019s range, and you may restrain the creature until the end of your next turn.\n\n - **Object.** You attempt to move an object that weighs up to 1,000 pounds and can exert fine control on it. If the object isn\u2019t being worn or carried, you move it up to 30 feet in any direction within the spell\u2019s range. If the object is worn or carried by a creature, the creature must make a Strength saving throw. On a failure, you pull the object away from that creature and can move it up to 30 feet in any direction within the spell\u2019s range.\n\nA creature or object moved into mid-air will hover until the end of your next turn.\n\nOn each of your turns after you cast this spell, you can use an action to attempt to continue the effect (with the target repeating the saving throw) or choose a new target. You can only affect one object or creature at a time.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "",
@@ -4662,7 +4662,7 @@
"damage_types": [
"fire"
],
- "desc": "You create a whirling storm of fire in the air, calling down destruction upon your enemies. The firestorm appears at a height of your choice between 20 and 300 feet above you, centered above your current location.\n\nWhen you cast the spell, and as a bonus action on subsequent turns, you can call down a 5-foot radius cylinder of fire at five points you can see within 120 feet. Creatures within an area must make a Dexterity saving throw, taking 8d6 fire damage on a failure or half as much on a success. A creature in more than one area is affected only once. The fire ignites flammable objects that aren’t being worn or carried.",
+ "desc": "You create a whirling storm of fire in the air, calling down destruction upon your enemies. The firestorm appears at a height of your choice between 20 and 300 feet above you, centered above your current location.\n\nWhen you cast the spell, and as a bonus action on subsequent turns, you can call down a 5-foot radius cylinder of fire at five points you can see within 120 feet. Creatures within an area must make a Dexterity saving throw, taking 8d6 fire damage on a failure or half as much on a success. A creature in more than one area is affected only once. The fire ignites flammable objects that aren\u2019t being worn or carried.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "",
@@ -4689,7 +4689,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_cleric",
"srd_wizard"
@@ -4700,7 +4700,7 @@
"desc": "You channel necromantic energy to raise a corpse as an undead servant. Choose a pile of bones or corpse within range, which belonged in life to a humanoid of challenge rating 2 or lower. The target is raised as a skeleton or zombie, respectively, applying the Skeleton or Zombie template to its former stat block.\n\nOn each of your turns, you can use a bonus action to mentally command any or all minions you have created through this spell within 60 feet. You select an action for each creature and where it will move. If you issue no command, the creature moves to attack any creatures hostile to it or takes the Dodge action if it cannot detect any.\n\nThe creature is under your control for 24 hours, after which it becomes hostile to you and all living things. You can control a number of minions up to your proficiency bonus through this spell, but their combined challenge rating cannot exceed 3, and you must wait 24 hours after creating one before you can create another. If you cast the spell while you have any controlled reanimated servants, you may renew the duration of their control rather than creating a new one.",
"document": "spells-that-dont-suck",
"duration": "24 hours",
- "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the target’s maximum challenge rating and the combined maximum challenge rating of your minions both increase by 1 for each slot level above 3rd. When you cast this spell using a spell slot of 4th level or higher, you can also reanimate beast corpses. If you use a slot of 5th level or higher, you can reanimate giant or monstrosity corpses.\n\nSkeleton Template
When reanimated as a skeleton, a creature receives the following modifications:g - Its type becomes Undead.g
- Its Strength becomes 10 if it was lower.g
- Its Dexterity becomes 14 if it was lower.
- Its Constitution becomes 15, Its Intelligence becomes 6, its Wisdom becomes 8, and its Charisma becomes 5.
- It gains vulnerability to bludgeoning damage, immunity to poison damage, and immunity to the exhaustion and poisoned conditions.
- It has 60-foot darkvision.
- Its hit points become 13 if they were lower than 13.
- Its challenge rating becomes 1/4 if it was lower than 1/4.
A reanimated creature retains its weapon and armor proficiencies and any damage resistances or immunities. It loses all languages, but can understand its creator’s speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your GM’s discretion. Zombie Template
\nWhen reanimated as a zombie, a creature receives the following modifications:\n \n- Its type becomes Undead.
\n- Its Strength becomes 13 if it was lower.
\n- Its Dexterity becomes 6 if it was higher.
\n- Its Constitution becomes 16, Its Intelligence becomes 3, its Wisdom becomes 6, and its Charisma becomes 5.
\n- Its speed is reduced by 10 feet.
\n- It gains immunity to poison damage, and immunity to the poisoned condition.
\n- It has 60-foot darkvision.
\n- Its hit points become 22 if they were lower than 22.
\n- Its challenge rating becomes 1/4 if it was lower than 1/4.
\n- It gains the trait: Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
\n
\nA reanimated creature retains its weapon and armor proficiencies and any damage resistances or immunities. It loses all languages, but can understand its creator’s speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your GM’s discretion.\n\nNote that if applied to commoners or other minimal-threat humanoids, these will produce ordinary skeletons and zombies.
",
+ "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the target\u2019s maximum challenge rating and the combined maximum challenge rating of your minions both increase by 1 for each slot level above 3rd. When you cast this spell using a spell slot of 4th level or higher, you can also reanimate beast corpses. If you use a slot of 5th level or higher, you can reanimate giant or monstrosity corpses.\n\nSkeleton Template
When reanimated as a skeleton, a creature receives the following modifications:g - Its type becomes Undead.g
- Its Strength becomes 10 if it was lower.g
- Its Dexterity becomes 14 if it was lower.
- Its Constitution becomes 15, Its Intelligence becomes 6, its Wisdom becomes 8, and its Charisma becomes 5.
- It gains vulnerability to bludgeoning damage, immunity to poison damage, and immunity to the exhaustion and poisoned conditions.
- It has 60-foot darkvision.
- Its hit points become 13 if they were lower than 13.
- Its challenge rating becomes 1/4 if it was lower than 1/4.
A reanimated creature retains its weapon and armor proficiencies and any damage resistances or immunities. It loses all languages, but can understand its creator\u2019s speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your GM\u2019s discretion. Zombie Template
\nWhen reanimated as a zombie, a creature receives the following modifications:\n \n- Its type becomes Undead.
\n- Its Strength becomes 13 if it was lower.
\n- Its Dexterity becomes 6 if it was higher.
\n- Its Constitution becomes 16, Its Intelligence becomes 3, its Wisdom becomes 6, and its Charisma becomes 5.
\n- Its speed is reduced by 10 feet.
\n- It gains immunity to poison damage, and immunity to the poisoned condition.
\n- It has 60-foot darkvision.
\n- Its hit points become 22 if they were lower than 22.
\n- Its challenge rating becomes 1/4 if it was lower than 1/4.
\n- It gains the trait: Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
\n
\nA reanimated creature retains its weapon and armor proficiencies and any damage resistances or immunities. It loses all languages, but can understand its creator\u2019s speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your GM\u2019s discretion.\n\nNote that if applied to commoners or other minimal-threat humanoids, these will produce ordinary skeletons and zombies.
",
"level": 3,
"material": false,
"material_consumed": false,
@@ -4723,7 +4723,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_cleric",
"srd_wizard"
@@ -4734,7 +4734,7 @@
"desc": "You summon a mighty surge of necromantic power to revive the dead as undead servants. Choose a number of bone piles or corpses within range up to your proficiency bonus, which belonged in life to a creature of challenge rating 6 or lower. Each target is raised as a skeleton, zombie, or ghoul, applying the appropriate template to its former stat block.\n\nOn each of your turns, you can use a bonus action to mentally command any or all minions you created through this spell within 60 feet. You select an action for each creature and where it will move. If you issue no command, the creature moves to attack any creatures hostile to it or takes the Dodge action if it cannot detect any.\n\nThe targets are under your control for 24 hours, after which they become hostile to you and all living things. You can control a number of minions up to your proficiency bonus through this spell, but their combined challenge rating cannot exceed 10. You can cast this spell without any targets to renew the duration of control on all your current minions, as well as any created through reanimation. Minions created through reanimation also count towards the challenge rating limit of 10.",
"document": "spells-that-dont-suck",
"duration": "24 hours",
- "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the target’s maximum challenge rating and the combined maximum challenge rating of your minions both increase by 1 for each slot level above 3rd. When you cast this spell using a spell slot of 4th level or higher, you can also reanimate beast corpses. If you use a slot of 5th level or higher, you can reanimate giant or monstrosity corpses.\n\nSkeleton Template
When reanimated as a skeleton, a creature receives the following modifications:g - Its type becomes Undead.g
- Its Strength becomes 10 if it was lower.g
- Its Dexterity becomes 14 if it was lower.
- Its Constitution becomes 15, Its Intelligence becomes 6, its Wisdom becomes 8, and its Charisma becomes 5.
- It gains vulnerability to bludgeoning damage, immunity to poison damage, and immunity to the exhaustion and poisoned conditions.
- It has 60-foot darkvision.
- Its hit points become 13 if they were lower than 13.
- Its challenge rating becomes 1/4 if it was lower than 1/4.
A reanimated creature retains its weapon and armor proficiencies and any damage resistances or immunities. It loses all languages, but can understand its creator’s speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your GM’s discretion. Zombie Template
\nWhen reanimated as a zombie, a creature receives the following modifications:\n \n- Its type becomes Undead.
\n- Its Strength becomes 13 if it was lower.
\n- Its Dexterity becomes 6 if it was higher.
\n- Its Constitution becomes 16, Its Intelligence becomes 3, its Wisdom becomes 6, and its Charisma becomes 5.
\n- Its speed is reduced by 10 feet.
\n- It gains immunity to poison damage, and immunity to the poisoned condition.
\n- It has 60-foot darkvision.
\n- Its hit points become 22 if they were lower than 22.
\n- Its challenge rating becomes 1/4 if it was lower than 1/4.
\n- It gains the trait: Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
\n
\nA reanimated creature retains its weapon and armor proficiencies and any damage resistances or immunities. It loses all languages, but can understand its creator’s speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your GM’s discretion.\nGhoul Template
\nWhen reanimated as a ghoul, a creature receives the following modifications:\n\n- Its type becomes Undead.
\n- Its Strength becomes 13 if it was lower.
\n- Its Dexterity becomes 15 if it was lower.
\n- Its Constitution becomes 10, Its Intelligence becomes 7, its Wisdom becomes 10, and its Charisma becomes 6.
\n- It gains immunity to poison damage, and immunity to the charmed, exhaustion, and poisoned conditions.
\n- It has 60-foot darkvision.
\n- Its hit points become 22 if they were lower than 22.
\n- Its challenge rating becomes 1 if it was lower than 1.
\n- It gains a bite attack, which deals 2d6 damage on a hit.
\n- It gains a claw attack, which deals 2d4 damage on a hit and can use its Dexterity modifier in place of Strength. Additionally, once on each of its turns when it hits with this attack, it can force the target to make a DC 10 Constitution saving throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Elves and the undead are immune to this effect.
\n
\nA reanimated creature retains its weapon and armor proficiencies and any damage resistances or immunities. It loses all languages, but can understand its creator’s speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your GM’s discretion.\n\nNote that if applied to commoners or other minimal-threat humanoids, these will produce ordinary skeletons, zombies, and ghouls.
",
+ "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the target\u2019s maximum challenge rating and the combined maximum challenge rating of your minions both increase by 1 for each slot level above 3rd. When you cast this spell using a spell slot of 4th level or higher, you can also reanimate beast corpses. If you use a slot of 5th level or higher, you can reanimate giant or monstrosity corpses.\n\nSkeleton Template
When reanimated as a skeleton, a creature receives the following modifications:g - Its type becomes Undead.g
- Its Strength becomes 10 if it was lower.g
- Its Dexterity becomes 14 if it was lower.
- Its Constitution becomes 15, Its Intelligence becomes 6, its Wisdom becomes 8, and its Charisma becomes 5.
- It gains vulnerability to bludgeoning damage, immunity to poison damage, and immunity to the exhaustion and poisoned conditions.
- It has 60-foot darkvision.
- Its hit points become 13 if they were lower than 13.
- Its challenge rating becomes 1/4 if it was lower than 1/4.
A reanimated creature retains its weapon and armor proficiencies and any damage resistances or immunities. It loses all languages, but can understand its creator\u2019s speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your GM\u2019s discretion. Zombie Template
\nWhen reanimated as a zombie, a creature receives the following modifications:\n \n- Its type becomes Undead.
\n- Its Strength becomes 13 if it was lower.
\n- Its Dexterity becomes 6 if it was higher.
\n- Its Constitution becomes 16, Its Intelligence becomes 3, its Wisdom becomes 6, and its Charisma becomes 5.
\n- Its speed is reduced by 10 feet.
\n- It gains immunity to poison damage, and immunity to the poisoned condition.
\n- It has 60-foot darkvision.
\n- Its hit points become 22 if they were lower than 22.
\n- Its challenge rating becomes 1/4 if it was lower than 1/4.
\n- It gains the trait: Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
\n
\nA reanimated creature retains its weapon and armor proficiencies and any damage resistances or immunities. It loses all languages, but can understand its creator\u2019s speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your GM\u2019s discretion.\nGhoul Template
\nWhen reanimated as a ghoul, a creature receives the following modifications:\n\n- Its type becomes Undead.
\n- Its Strength becomes 13 if it was lower.
\n- Its Dexterity becomes 15 if it was lower.
\n- Its Constitution becomes 10, Its Intelligence becomes 7, its Wisdom becomes 10, and its Charisma becomes 6.
\n- It gains immunity to poison damage, and immunity to the charmed, exhaustion, and poisoned conditions.
\n- It has 60-foot darkvision.
\n- Its hit points become 22 if they were lower than 22.
\n- Its challenge rating becomes 1 if it was lower than 1.
\n- It gains a bite attack, which deals 2d6 damage on a hit.
\n- It gains a claw attack, which deals 2d4 damage on a hit and can use its Dexterity modifier in place of Strength. Additionally, once on each of its turns when it hits with this attack, it can force the target to make a DC 10 Constitution saving throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Elves and the undead are immune to this effect.
\n
\nA reanimated creature retains its weapon and armor proficiencies and any damage resistances or immunities. It loses all languages, but can understand its creator\u2019s speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your GM\u2019s discretion.\n\nNote that if applied to commoners or other minimal-threat humanoids, these will produce ordinary skeletons, zombies, and ghouls.
",
"level": 3,
"material": false,
"material_consumed": false,
@@ -4906,7 +4906,7 @@
},
{
"fields": {
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_paladin"
],
@@ -4948,7 +4948,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You touch up to 8 willing creatures or objects, hiding each target for the duration. You can turn each target invisible or into an object of the same size, such as a statue or full-length portrait.\n\nDivination spells can’t locate or perceive the target. A creature is incapacitated and doesn’t age or need to breathe, eat, or drink. The spell ends on a target if it takes any damage.\n\nYou can also define a condition for the spell to end early (your GM must approve the condition).",
+ "desc": "You touch up to 8 willing creatures or objects, hiding each target for the duration. You can turn each target invisible or into an object of the same size, such as a statue or full-length portrait.\n\nDivination spells can\u2019t locate or perceive the target. A creature is incapacitated and doesn\u2019t age or need to breathe, eat, or drink. The spell ends on a target if it takes any damage.\n\nYou can also define a condition for the spell to end early (your GM must approve the condition).",
"document": "spells-that-dont-suck",
"duration": "until dispelled",
"higher_level": "",
@@ -5011,7 +5011,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_warlock",
"srd_wizard"
@@ -5019,7 +5019,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You prepare a magical prison, trapping a creature you can see within range for eternity. The target must succeed on a Wisdom saving throw or be imprisoned. On a success, it is immune to this spell for 1 year. While imprisoned in this way, the target does not age, does not need to eat, breathe, or drink, and cannot be found by any divination magic. You select the form of the prison when you cast the spell. Common options would be a sealed demiplane, miniaturized within a gemstone, or trapped in a cavity deep below the ground.\n\nWhen you cast the spell, you must specify the condition by which the target can be freed. The condition can be as elaborate or as specific as you desire, but it must be reasonable and possible (your GM must approve the condition). The condition can involve a creature’s name, identity, or characteristics, but not game concepts such as level, class, or hit points. _Dispel magic_ cannot free the target. If the condition comes to pass, the target is instantly freed.",
+ "desc": "You prepare a magical prison, trapping a creature you can see within range for eternity. The target must succeed on a Wisdom saving throw or be imprisoned. On a success, it is immune to this spell for 1 year. While imprisoned in this way, the target does not age, does not need to eat, breathe, or drink, and cannot be found by any divination magic. You select the form of the prison when you cast the spell. Common options would be a sealed demiplane, miniaturized within a gemstone, or trapped in a cavity deep below the ground.\n\nWhen you cast the spell, you must specify the condition by which the target can be freed. The condition can be as elaborate or as specific as you desire, but it must be reasonable and possible (your GM must approve the condition). The condition can involve a creature\u2019s name, identity, or characteristics, but not game concepts such as level, class, or hit points. _Dispel magic_ cannot free the target. If the condition comes to pass, the target is instantly freed.",
"document": "spells-that-dont-suck",
"duration": "permanent",
"higher_level": "",
@@ -5046,7 +5046,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_bard",
"srd_warlock",
@@ -5055,7 +5055,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You pen a secret message on a parchment, paper, or other writing material. When you write the message, choose a password or passphrase; when a creature speaks this code while holding the parchment, the secret message appears for 10 minutes before fading again. Alternatively, you can specify a creature. The message automatically appears when it holds the parchment. You can write any other text on the parchment, which becomes invisible anytime the secret message is displayed. When the spell ends, the secret message disappears forever.\n\nCreatures with truesight can see the secret message. A _dispel magic_ cast on the parchment ends the spell without revealing the secret message.\n\nThe spell’s duration is related to the quality of ink used. Magical ink worth 10 gp gives it a duration of 10 days. More expensive ink lasts an additional day for each 1 gp spent; if 100 gp worth of magical ink is used, the duration becomes permanent.",
+ "desc": "You pen a secret message on a parchment, paper, or other writing material. When you write the message, choose a password or passphrase; when a creature speaks this code while holding the parchment, the secret message appears for 10 minutes before fading again. Alternatively, you can specify a creature. The message automatically appears when it holds the parchment. You can write any other text on the parchment, which becomes invisible anytime the secret message is displayed. When the spell ends, the secret message disappears forever.\n\nCreatures with truesight can see the secret message. A _dispel magic_ cast on the parchment ends the spell without revealing the secret message.\n\nThe spell\u2019s duration is related to the quality of ink used. Magical ink worth 10 gp gives it a duration of 10 days. More expensive ink lasts an additional day for each 1 gp spent; if 100 gp worth of magical ink is used, the duration becomes permanent.",
"document": "spells-that-dont-suck",
"duration": "10 days",
"higher_level": "",
@@ -5090,7 +5090,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You seize control of the air in a cube up to 300 feet on a side you can see within range, bending it to your will. Choose one of the following effects. The effect persists until the spell ends, or until you use your action to pause it or change it to a different effect. You can resume a paused effect as an action.\n\n - **Gale.** A steady wind blows in a horizontal direction of your choice. Every foot of movement against the wind costs 2 extra feet, and ranged attacks made against the wind automatically miss. Creatures moving with the wind can move 1 extra foot for each foot of movement spent. When a creature or projectile moves within the area, you can use your reaction to change the wind’s direction. As a bonus action, you can create a gust. All creatures within the area must succeed on a Strength saving throw or be pushed 30 feet in the wind’s direction.\n\n - **Turbulence.** You whip the wind into a chaotic vortex. Ranged attacks passing through the wind are made with disadvantage. Any creature that flies into the wind’s area, starts its turn flying there, or takes flight there has its flying speed halved, and must succeed on a Strength saving throw or be knocked prone.\n\n - **Thermal Column.** You direct the wind to blow upwards. All creatures suffering fall damage within the wind can reduce that damage by five times your spellcasting ability modifier. When a creature within the wind makes a vertical jump, its jump height is tripled.",
+ "desc": "You seize control of the air in a cube up to 300 feet on a side you can see within range, bending it to your will. Choose one of the following effects. The effect persists until the spell ends, or until you use your action to pause it or change it to a different effect. You can resume a paused effect as an action.\n\n - **Gale.** A steady wind blows in a horizontal direction of your choice. Every foot of movement against the wind costs 2 extra feet, and ranged attacks made against the wind automatically miss. Creatures moving with the wind can move 1 extra foot for each foot of movement spent. When a creature or projectile moves within the area, you can use your reaction to change the wind\u2019s direction. As a bonus action, you can create a gust. All creatures within the area must succeed on a Strength saving throw or be pushed 30 feet in the wind\u2019s direction.\n\n - **Turbulence.** You whip the wind into a chaotic vortex. Ranged attacks passing through the wind are made with disadvantage. Any creature that flies into the wind\u2019s area, starts its turn flying there, or takes flight there has its flying speed halved, and must succeed on a Strength saving throw or be knocked prone.\n\n - **Thermal Column.** You direct the wind to blow upwards. All creatures suffering fall damage within the wind can reduce that damage by five times your spellcasting ability modifier. When a creature within the wind makes a vertical jump, its jump height is tripled.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "",
@@ -5131,7 +5131,7 @@
"damage_types": [
"psychic"
],
- "desc": "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.\n\nOn a failure, the creature’s Intelligence and Charisma scores become 1. It can only take the most instinctive actions, such as fighting with unarmed strikes or natural weapons, or running away in a straight line. It can’t cast spells, activate magic items, understand language, use weapons or tools, or communicate in any way. It can understand when another creature means it harm.\n\nAfter one day has passed, a creature can repeat its saving throw, ending the spell on a success. Each time it fails the saving throw, it adds one additional day onto the time interval before it can repeat its save.\n\nThe spell can also be ended by _greater restoration_, _heal_, or _wish_.",
+ "desc": "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.\n\nOn a failure, the creature\u2019s Intelligence and Charisma scores become 1. It can only take the most instinctive actions, such as fighting with unarmed strikes or natural weapons, or running away in a straight line. It can\u2019t cast spells, activate magic items, understand language, use weapons or tools, or communicate in any way. It can understand when another creature means it harm.\n\nAfter one day has passed, a creature can repeat its saving throw, ending the spell on a success. Each time it fails the saving throw, it adds one additional day onto the time interval before it can repeat its save.\n\nThe spell can also be ended by _greater restoration_, _heal_, or _wish_.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "",
@@ -5166,7 +5166,7 @@
"concentration": false,
"damage_roll": "5d6",
"damage_types": [],
- "desc": "You gesture at two creatures within range, redirecting the life force from one to heal another within range. One creature of your choice within 30 feet of you that you can see must make a Constitution saving throw. On a failure, the target loses 4d8 hit points, which can’t be reduced in any way, and another creature of your choice that you can see within 30 feet of your target regains an equivalent number of hit points. A creature can willingly fail this save.\n\nThe spell has no effect on constructs or the undead.",
+ "desc": "You gesture at two creatures within range, redirecting the life force from one to heal another within range. One creature of your choice within 30 feet of you that you can see must make a Constitution saving throw. On a failure, the target loses 4d8 hit points, which can\u2019t be reduced in any way, and another creature of your choice that you can see within 30 feet of your target regains an equivalent number of hit points. A creature can willingly fail this save.\n\nThe spell has no effect on constructs or the undead.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "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.",
@@ -5267,14 +5267,14 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_wizard"
],
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "Your body falls unconscious as your soul enters the spell’s material component. You perceive from the component using your senses, but can’t move or use reactions. You can only use your action to project your soul up to 100 feet, either to return to your living body (ending the spell) or to try to possess a humanoid’s body that you can see. Creatures warded by a protection from evil and good or circle of protection spell can’t be possessed.\n\nThe target must make a Charisma saving throw. On a failure, its soul is trapped in the component, and you take control of its body. You use its physical statistics and features, but retain your alignment and mental ability scores, and your GM determines which mental features you may use. You can use your action to return to the component if it is within 100 feet, returning the target creature’s soul to its body. If the target succeeds at its Charisma saving throw, you can’t attempt to possess it again for 24 hours.\n\nThe possessed creature can perceive from the component using its senses and can repeat its saving throw as an action after every hour. It can take no other actions. On a success, the target returns to its body and you return to the component if it is within 100 feet; otherwise, you die.\n\nIf the target’s body dies while you possess it, the creature dies, and you must make a Charisma saving throw against your spellcasting DC. On a success, you return to the component if it is within 100 feet; otherwise, you die.\n\nIf the spell ends or the container is destroyed, each affected soul attempts to return to its body if it is alive and within 100 feet; otherwise, it dies. Only a wish spell can prevent this death.\n\nWhen the spell ends, the container is destroyed.",
+ "desc": "Your body falls unconscious as your soul enters the spell\u2019s material component. You perceive from the component using your senses, but can\u2019t move or use reactions. You can only use your action to project your soul up to 100 feet, either to return to your living body (ending the spell) or to try to possess a humanoid\u2019s body that you can see. Creatures warded by a protection from evil and good or circle of protection spell can\u2019t be possessed.\n\nThe target must make a Charisma saving throw. On a failure, its soul is trapped in the component, and you take control of its body. You use its physical statistics and features, but retain your alignment and mental ability scores, and your GM determines which mental features you may use. You can use your action to return to the component if it is within 100 feet, returning the target creature\u2019s soul to its body. If the target succeeds at its Charisma saving throw, you can\u2019t attempt to possess it again for 24 hours.\n\nThe possessed creature can perceive from the component using its senses and can repeat its saving throw as an action after every hour. It can take no other actions. On a success, the target returns to its body and you return to the component if it is within 100 feet; otherwise, you die.\n\nIf the target\u2019s body dies while you possess it, the creature dies, and you must make a Charisma saving throw against your spellcasting DC. On a success, you return to the component if it is within 100 feet; otherwise, you die.\n\nIf the spell ends or the container is destroyed, each affected soul attempts to return to its body if it is alive and within 100 feet; otherwise, it dies. Only a wish spell can prevent this death.\n\nWhen the spell ends, the container is destroyed.",
"document": "spells-that-dont-suck",
"duration": "until dispelled",
"higher_level": "When you cast this spell using a spell slot of 8th level or higher, the possessed creature can repeat its saving throw once per day. When you cast this spell using a spell slot of 9th level, the possessed creature can repeat its saving throw once per year.",
@@ -5301,7 +5301,7 @@
},
{
"fields": {
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_ranger"
],
@@ -5310,7 +5310,7 @@
"damage_types": [
"lightning"
],
- "desc": "You imbue a piece of ammunition or weapon with crackling electricity. When you make an attack with the piece of ammunition or weapon, it creates arcs of lightning from the attack’s target. The target and two creatures of your choice within 15 feet must make a Dexterity saving throw, taking 3d12 lightning damage on a failure or half as much on a success. If the attack hits, the target automatically fails this saving throw.\n\nThe piece of ammunition or weapon then reverts to normal.",
+ "desc": "You imbue a piece of ammunition or weapon with crackling electricity. When you make an attack with the piece of ammunition or weapon, it creates arcs of lightning from the attack\u2019s target. The target and two creatures of your choice within 15 feet must make a Dexterity saving throw, taking 3d12 lightning damage on a failure or half as much on a success. If the attack hits, the target automatically fails this saving throw.\n\nThe piece of ammunition or weapon then reverts to normal.",
"document": "spells-that-dont-suck",
"duration": "1 round",
"higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.",
@@ -5346,10 +5346,10 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You can verbally communicate with beasts for the duration. This allows beasts to answer questions you pose; at minimum, a beast can inform you about whatever it can perceive or has perceived within the past day, including nearby locations and monsters.\n\nThe knowledge, awareness, and personality of a beast is limited by its intelligence, but you may deceive, intimidate, persuade, or otherwise influence a beast at the GM’s discretion. A creature is under no compulsion to answer (or answer truthfully) if you are hostile to it, or it recognizes you as an enemy.",
+ "desc": "You can verbally communicate with beasts for the duration. This allows beasts to answer questions you pose; at minimum, a beast can inform you about whatever it can perceive or has perceived within the past day, including nearby locations and monsters.\n\nThe knowledge, awareness, and personality of a beast is limited by its intelligence, but you may deceive, intimidate, persuade, or otherwise influence a beast at the GM\u2019s discretion. A creature is under no compulsion to answer (or answer truthfully) if you are hostile to it, or it recognizes you as an enemy.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
- "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you imbue plants with limited sentience, allowing you to communicate with them like beasts. When you cast this spell using a spell slot of 3rd level or higher, you imbue plants with limited animation, allowing them to freely move branches, tendrils, and stalks. You can command plants to release a restrained creature, to turn ordinary terrain into difficult terrain (or the opposite), or to perform other tasks at the GM’s discretion.",
+ "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you imbue plants with limited sentience, allowing you to communicate with them like beasts. When you cast this spell using a spell slot of 3rd level or higher, you imbue plants with limited animation, allowing them to freely move branches, tendrils, and stalks. You can command plants to release a restrained creature, to turn ordinary terrain into difficult terrain (or the opposite), or to perform other tasks at the GM\u2019s discretion.",
"level": 1,
"material": false,
"material_consumed": false,
@@ -5373,7 +5373,7 @@
{
"fields": {
"attack_roll": true,
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_cleric",
"srd_paladin",
@@ -5387,10 +5387,10 @@
"necrotic",
"radiant"
],
- "desc": "You summon a large, ghostly entity which envelops you, aiding your attacks and making its own, striking down your foes. The entity is incorporeal and invulnerable. Choose a damage type when you cast this spell: cold, necrotic, or radiant. All damage dealt by this spell is of that type.\n\nFor the duration of the spell, your weapons are wreathed in ethereal light, dealing 1d4 extra damage on every hit. Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, when you cast this spell and as a bonus action on subsequent turns, you can command the entity to make a melee spell attack against one target within 10 feet. On a hit, the target takes 2d8 damage and must succeed on a Wisdom saving throw or have its speed reduced to 0 until the end of its next turn.",
+ "desc": "You summon a large, ghostly entity which envelops you, aiding your attacks and making its own, striking down your foes. The entity is incorporeal and invulnerable. Choose a damage type when you cast this spell: cold, necrotic, or radiant. All damage dealt by this spell is of that type.\n\nFor the duration of the spell, your weapons are wreathed in ethereal light, dealing 1d4 extra damage on every hit. Any creature that takes this damage can\u2019t regain hit points until the start of your next turn. In addition, when you cast this spell and as a bonus action on subsequent turns, you can command the entity to make a melee spell attack against one target within 10 feet. On a hit, the target takes 2d8 damage and must succeed on a Wisdom saving throw or have its speed reduced to 0 until the end of its next turn.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
- "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the entity’s attacks increases by 1d8 for each slot level above 3rd.",
+ "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the entity\u2019s attacks increases by 1d8 for each slot level above 3rd.",
"level": 3,
"material": false,
"material_consumed": false,
@@ -5413,7 +5413,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_bard",
"srd_cleric",
@@ -5422,10 +5422,10 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "When you cast this spell, you mark a fixed surface with an arcane inscription, occupying a 5-foot diameter circle. When a creature enters the glyph’s space or otherwise disturbs it, the glyph triggers.\n\nYou can refine the trigger by specifying or exempting creatures or creature types, or by specifying a password a creature can speak as a reaction to prevent the glyph from triggering.\n\nThe glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. A creature has advantage on this check if it is able to perceive magical effects, such as by casting detect magic. If a creature uses its action to destroy the glyph, or the surface is destroyed, the spell ends without triggering.\n\nAs part of the casting, you must cast another prepared spell of 3rd level or lower, storing it in the glyph. The spell must have a casting time of 1 action and must be able to target a creature other than the caster. When the glyph triggers, it releases the stored spell, targeting the triggering creature. If the spell targets an area or summons creatures, the effect is centered on the triggering creature. A spell requiring concentration lasts for its full duration. A triggered glyph glows brightly for the stored spell’s full duration. If a creature uses its action to destroy the triggered glyph, or the surface is destroyed, the spell ends.",
+ "desc": "When you cast this spell, you mark a fixed surface with an arcane inscription, occupying a 5-foot diameter circle. When a creature enters the glyph\u2019s space or otherwise disturbs it, the glyph triggers.\n\nYou can refine the trigger by specifying or exempting creatures or creature types, or by specifying a password a creature can speak as a reaction to prevent the glyph from triggering.\n\nThe glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. A creature has advantage on this check if it is able to perceive magical effects, such as by casting detect magic. If a creature uses its action to destroy the glyph, or the surface is destroyed, the spell ends without triggering.\n\nAs part of the casting, you must cast another prepared spell of 3rd level or lower, storing it in the glyph. The spell must have a casting time of 1 action and must be able to target a creature other than the caster. When the glyph triggers, it releases the stored spell, targeting the triggering creature. If the spell targets an area or summons creatures, the effect is centered on the triggering creature. A spell requiring concentration lasts for its full duration. A triggered glyph glows brightly for the stored spell\u2019s full duration. If a creature uses its action to destroy the triggered glyph, or the surface is destroyed, the spell ends.",
"document": "spells-that-dont-suck",
- "duration": " dstrs",
- "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the stored spell’s maximum level increases by 1 and the material component cost increases by 50 gp for each slot level above 3rd.",
+ "duration": "until dispelled or destroyed",
+ "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the stored spell\u2019s maximum level increases by 1 and the material component cost increases by 50 gp for each slot level above 3rd.",
"level": 3,
"material": true,
"material_consumed": true,
@@ -5457,7 +5457,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You perform a rite over a corpse you can see within range, summoning a vestige of its spirit and compelling it to answer questions. It must have a mouth or other means of speaking, can’t be undead, and can’t have been the target of this spell within the past 10 days.\n\nUntil the spell ends, the corpse will answer up to five questions using the knowledge it possessed before its death. Its responses are typically brief, cryptic, or puzzling, but it will not lie or refuse to answer.",
+ "desc": "You perform a rite over a corpse you can see within range, summoning a vestige of its spirit and compelling it to answer questions. It must have a mouth or other means of speaking, can\u2019t be undead, and can\u2019t have been the target of this spell within the past 10 days.\n\nUntil the spell ends, the corpse will answer up to five questions using the knowledge it possessed before its death. Its responses are typically brief, cryptic, or puzzling, but it will not lie or refuse to answer.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "",
@@ -5495,7 +5495,7 @@
"piercing",
"slashing"
],
- "desc": "You touch the component used in the spell’s casting, multiplying the projectiles in a 60-foot cone. Make a single ranged attack roll with the weapon. Each target in the cone takes 4d8 damage on a hit, or half as much damage on a miss. The damage type is the same as that of the weapon or ammunition used as a component.",
+ "desc": "You touch the component used in the spell\u2019s casting, multiplying the projectiles in a 60-foot cone. Make a single ranged attack roll with the weapon. Each target in the cone takes 4d8 damage on a hit, or half as much damage on a miss. The damage type is the same as that of the weapon or ammunition used as a component.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "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.",
@@ -5536,7 +5536,7 @@
"piercing",
"poison"
],
- "desc": "You cause a cloud of biting, stinging insects to appear near one creature you can see within range. The target must make a Constitution saving throw. On failure, it takes 1d4 piercing damage and 1d4 poison damage and moves 5 feet in a direction of your choice. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.\n\nThe spell's damage increases by 1d4 when you reach 5th level (2d4 + 2d4), 11th level (3d4 + 3d4), and 17th level (4d4 + 4d4).",
+ "desc": "You cause a cloud of biting, stinging insects to appear near one creature you can see within range. The target must make a Constitution saving throw. On failure, it takes 1d4 piercing damage and 1d4 poison damage and moves 5 feet in a direction of your choice. The creature doesn\u2019t move into obviously dangerous ground, such as a fire or a pit.\n\nThe spell's damage increases by 1d4 when you reach 5th level (2d4 + 2d4), 11th level (3d4 + 3d4), and 17th level (4d4 + 4d4).",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "",
@@ -5649,7 +5649,7 @@
"damage_types": [
"fire"
],
- "desc": "A gout of flame projects from your hand in a direction you choose. Each creature in a 30-foot long, 5-foot wide line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failure, or half as much damage on a success. The flames ignite any flammable objects in the area that aren’t being worn or carried.",
+ "desc": "A gout of flame projects from your hand in a direction you choose. Each creature in a 30-foot long, 5-foot wide line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failure, or half as much damage on a success. The flames ignite any flammable objects in the area that aren\u2019t being worn or carried.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the length of the line increases by 5 feet for each slot level above 2nd.",
@@ -5684,10 +5684,10 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You gather energy from the nature around you and sculpt it into a powerful spirit animal, appearing in an unoccupied space you can see within range. It uses the Animal Spirit stat block, and you select either the Earth, Sea, or Sky option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any command, it takes the Dodge action and moves only to avoid hazards.",
+ "desc": "You gather energy from the nature around you and sculpt it into a powerful spirit animal, appearing in an unoccupied space you can see within range. It uses the Animal Spirit stat block, and you select either the Earth, Sea, or Sky option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don\u2019t issue any command, it takes the Dodge action and moves only to avoid hazards.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
- "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, certain values increase in its stat block.\n\n* * *\n\n## Animal Spirit\n\nMedium beast, unaligned\n\n* * *\n\n - **Armor Class** 12 + the level of the spell (natural armor)\n- **Hit Points** 15 (Sky) or 25 (Earth & Sea) + 5 for each spell level above 2nd\n- **Speed (Earth)** 30 ft., climb 30 ft.\n- **Speed (Sea)** 10 ft., swim 30 ft.\n- **Speed (Sky)** 15 ft., fly 60 ft.\n\n* * *\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 16 (+3) | 12 (+1) | 16 (+3) | 4 (-3) | 14 (+2) | 8 (-1) |\n\n* * *\n\n - **Senses** darkvision 60 ft., passive Perception 12\n- **Languages** understands the languages you speak\n- **Proficiency** equals your bonus\n\n* * *\n\n_**Flyby (Sky Only).**_ The animal doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.\n\n_**Pack Tactics (Earth Only).**_ The animal has advantage on attacks against enemies within 5 feet of an ally who isn't incapacitated.\n\n_**Blood in the Water (Sea Only).**_ The animal has advantage on attacks against enemies below their maximum hit points.\n\n_**Water Breathing (Sea Only).**_ The animal can breathe underwater.\n\n* * *\n\nActions
\nMultiattack. The animal makes a number of attacks equal to half this spell's level (rounded down).\nMaul (Earth and Sea Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6+3 + the spell's level piercing damage.\nTalons (Sky Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4+1 + the spell's level slashing damage.",
+ "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, certain values increase in its stat block.\n\n* * *\n\n## Animal Spirit\n\nMedium beast, unaligned\n\n* * *\n\n - **Armor Class** 12 + the level of the spell (natural armor)\n- **Hit Points** 15 (Sky) or 25 (Earth & Sea) + 5 for each spell level above 2nd\n- **Speed (Earth)** 30 ft., climb 30 ft.\n- **Speed (Sea)** 10 ft., swim 30 ft.\n- **Speed (Sky)** 15 ft., fly 60 ft.\n\n* * *\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 16 (+3) | 12 (+1) | 16 (+3) | 4 (-3) | 14 (+2) | 8 (-1) |\n\n* * *\n\n - **Senses** darkvision 60 ft., passive Perception 12\n- **Languages** understands the languages you speak\n- **Proficiency** equals your bonus\n\n* * *\n\n_**Flyby (Sky Only).**_ The animal doesn\u2019t provoke opportunity attacks when it flies out of an enemy\u2019s reach.\n\n_**Pack Tactics (Earth Only).**_ The animal has advantage on attacks against enemies within 5 feet of an ally who isn't incapacitated.\n\n_**Blood in the Water (Sea Only).**_ The animal has advantage on attacks against enemies below their maximum hit points.\n\n_**Water Breathing (Sea Only).**_ The animal can breathe underwater.\n\n* * *\n\nActions
\nMultiattack. The animal makes a number of attacks equal to half this spell's level (rounded down).\nMaul (Earth and Sea Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6+3 + the spell's level piercing damage.\nTalons (Sky Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4+1 + the spell's level slashing damage.",
"level": 2,
"material": true,
"material_consumed": false,
@@ -5717,7 +5717,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You conjure raw materials and sculpt them into a construct, appearing in an unoccupied space you can see within range. It uses the Golem Spirit stat block, and you select either the Flesh, Stone, or Iron option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any command, it takes the Dodge action and moves only to avoid hazards.",
+ "desc": "You conjure raw materials and sculpt them into a construct, appearing in an unoccupied space you can see within range. It uses the Golem Spirit stat block, and you select either the Flesh, Stone, or Iron option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don\u2019t issue any command, it takes the Dodge action and moves only to avoid hazards.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "When you cast this spell using a spell slot of 4th level or higher, certain values increase in its stat block.\n\n## Golem Spirit\n\nMedium construct\n\n* * *\n\n - **Armor Class** 11 + the level of the spell (natural armor, Flesh) or 13 + the level of the spell (natural armor, Iron & Stone)\n- **Hit Points** 50 + 15 for each spell level above 4th (Flesh) or 35 + 10 for each spell level above 4th (Iron & Stone)\n- **Speed** 30 ft.\n\n* * *\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 18 (+4) | 10 (0) | 16 (+3) | 6 (-2) | 10 (0) | 10 (0) |\n\n* * *\n\n - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned\n- **Damage Immunities** (Flesh Only) Lightning\n- **Damage Immunities** (Iron Only) Fire\n- **Senses** passive Perception 10\n- **Languages** understands the languages you speak\n- **Proficiency** equals your bonus\n\n* * *\n\n_**Dissolving Rage (Flesh Only).**_ When the golem starts its turn below half its maximum hit points, it goes berserk. It gains advantage on all its attacks, but loses 5 hit points at the end of its turn if it does not attack anything.\n\n_**Slowing Smash (Stone Only).**_ Once per turn when the golem hits a creature with an attack, it can force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target's speed is halved and it can no longer take reactions until the end of its next turn.\n\n* * *\n\nActions
\nMultiattack. The golem makes a number of attacks equal to half this spell's level (rounded down). Only one can be a Poisonous Gas attack, if available.\nSlam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level bludgeoning damage.\nPoisonous Gas (Iron Only). All other creatures within 5 feet must make a Constitution saving throw against your spell save DC. On a failure, they take 1d12 + the spell's level poison damage and are poisoned until the end of their next turn.",
@@ -5749,7 +5749,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You summon an undead creature which manifests in an unoccupied space that you can see within range. It uses the Grave Spirit stat block, and you select the Ethereal, Ghoulish, or Bone option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, and it takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue a command, it takes the Dodge action and moves only to avoid hazards.",
+ "desc": "You summon an undead creature which manifests in an unoccupied space that you can see within range. It uses the Grave Spirit stat block, and you select the Ethereal, Ghoulish, or Bone option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, and it takes its turn immediately after yours. It obeys your verbal commands. If you don\u2019t issue a command, it takes the Dodge action and moves only to avoid hazards.",
"document": "spells-that-dont-suck",
"duration": "1 hour",
"higher_level": "When you cast this spell using a spell slot of 4th level or higher, certain values increase in its stat block.\n\n## Grave Spirit\n\nMedium undead\n\n* * *\n\n - **Armor Class** 10 + the level of the spell (natural armor)\n- **Hit Points** 15 (Ethereal) or 25 (Ghoulish & Bone) + 10 for each spell level above 3rd\n- **Speed (Ghoulish & Bone)** 30 ft.\n- **Speed (Ethereal)** 20 ft. fly\n\n* * *\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 16 (+3) | 14 (+2) | 14 (+2) | 6 (-2) | 10 (+0) | 8 (-1) |\n\n* * *\n\n - **Damage Immunities** necrotic, poison\n- **Condition Immunities** exhaustion, frightened, paralyzed, poisoned\n- **Senses** darkvision 60 ft., passive Perception 11\n- **Languages** understands the languages you speak\n- **Proficiency** equals your bonus\n\n* * *\n\n_**Ghostly Movement (Ethereal Only).**_ The spirit can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it appears in the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.\n\n_**Terrifying Grasp (Ethereal Only).**_ Once on its turn when it hits an enemy with a melee attack, the spirit can force the target to make a Wisdom saving throw against your spell save DC or become frightened until the end of its next turn.\n\n_**Revive From Bones (Bone Only).**_ When reduced to 0 hp by anything other than a critical hit or bludgeoning, force, or radiant damage, the spirit leaves its bones behind instead of disappearing. As a bonus action, you can revive it at 1 hit point.\n\n* * *\n\nActions
\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).\nDeathly Chill (Ethereal Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 2 + the spell's level necrotic damage.\nBone Arrow (Bone Only). Ranged Weapon Attack: your spell attack modifier to hit, range 80/320, one target. Hit: 1d6 + 2 + the spell's level piercing damage.\nVile Claws (Ghoulish Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level slashing damage. The target must make a Constitution saving throw against your spell save DC or become poisoned until the end of its next turn. If the target is already poisoned, they are paralyzed instead.",
@@ -5780,7 +5780,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You create a tiny symbol above you, which radiates hope in a 30-foot radius until the spell ends. The symbol can take whatever form you choose, such as that of your deity. As a bonus action on your turn, you can move the symbol up to 30 feet.\n\nEach non-hostile, living creature in the symbol’s radius (including you) has advantage on Wisdom saving throws, adds your spellcasting ability modifier to its death saving throws (treating rolls equal to or above 20 as a natural 20), and regains the maximum number of hit points possible from any healing.\n\nThe first time a non-hostile, living creature starts its turn in the symbol’s radius, it can use a bonus action to expend one Hit Die to regain hit points as if it had taken a short rest. If the creature had fewer hit points than half its hit point maximum, it also gains an equivalent number of temporary hit points until the spell ends.",
+ "desc": "You create a tiny symbol above you, which radiates hope in a 30-foot radius until the spell ends. The symbol can take whatever form you choose, such as that of your deity. As a bonus action on your turn, you can move the symbol up to 30 feet.\n\nEach non-hostile, living creature in the symbol\u2019s radius (including you) has advantage on Wisdom saving throws, adds your spellcasting ability modifier to its death saving throws (treating rolls equal to or above 20 as a natural 20), and regains the maximum number of hit points possible from any healing.\n\nThe first time a non-hostile, living creature starts its turn in the symbol\u2019s radius, it can use a bonus action to expend one Hit Die to regain hit points as if it had taken a short rest. If the creature had fewer hit points than half its hit point maximum, it also gains an equivalent number of temporary hit points until the spell ends.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell using a spell slot of 4th level or higher, a creature can spend one additional Hit Die for each slot level above 3rd.",
@@ -5816,7 +5816,7 @@
"damage_types": [
"psychic"
],
- "desc": "You send a roiling wave of psionic energy outward in a 60-foot cone of psionic power, creating psychic storms in the brains of affected creatures. All creatures in the area must make an Intelligence saving throw. On a failure, a creature takes 10d8 psychic damage and is stunned. On a success, it suffers half as much damage and no other effects.\n\nAt the end of each of a stunned creature’s turns, it rolls 1d6. Its Intelligence score is reduced by an amount equal to the roll. The creature then repeats the saving throw using its original intelligence score, gaining a bonus to the roll equal to the total amount its Intelligence score has been reduced. On a success, it is no longer stunned. If a creature’s Intelligence is reduced to 0, it dies.\n\nA creature regains 1 point of lost Intelligence after finishing a long rest. The _heal_, _mass heal_, _regenerate_, and _wish_ spells can instantly restore all lost Intelligence. _Greater restoration_ can restore 1d6 points of lost Intelligence.",
+ "desc": "You send a roiling wave of psionic energy outward in a 60-foot cone of psionic power, creating psychic storms in the brains of affected creatures. All creatures in the area must make an Intelligence saving throw. On a failure, a creature takes 10d8 psychic damage and is stunned. On a success, it suffers half as much damage and no other effects.\n\nAt the end of each of a stunned creature\u2019s turns, it rolls 1d6. Its Intelligence score is reduced by an amount equal to the roll. The creature then repeats the saving throw using its original intelligence score, gaining a bonus to the roll equal to the total amount its Intelligence score has been reduced. On a success, it is no longer stunned. If a creature\u2019s Intelligence is reduced to 0, it dies.\n\nA creature regains 1 point of lost Intelligence after finishing a long rest. The _heal_, _mass heal_, _regenerate_, and _wish_ spells can instantly restore all lost Intelligence. _Greater restoration_ can restore 1d6 points of lost Intelligence.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "",
@@ -5893,7 +5893,7 @@
"damage_types": [
"thunder"
],
- "desc": "You create a swirling storm cloud, centered on a point you can see and covering a cylinder with a 60-foot radius and a height up to 2,000 feet. Each creature starting its turn below the cloud must succeed on a Constitution saving throw or take 4d8 thunder damage and be deafened until the start of its next turn.\n\nAs long as you maintain concentration on the spell, you can use your action to intensify the storm. You can add one of the following effects to the storm, which lasts for the duration. Adding an effect does not remove prior effects, though most effects can be added only once.\n\n - **Lightning.** Lightning strikes rain down. As a bonus action, you can designate two points below the cloud to be struck by lightning. All creatures within a 10-foot radius of either point must make a Dexterity saving throw, taking 4d12 lightning damage on a failure or half as much on a success.\n\n - **Downpour.** Torrential rain falls. The storm’s entire area becomes difficult terrain, and heavily obscured to every creature except you.\n\n - **Hurricane.** Gusting winds whip with brutal ferocity. Ranged weapon attacks in the area automatically miss. Every Huge or smaller creature starting its turn below the cloud must succeed on a Strength saving throw or be thrown 30 feet in a random direction and knocked prone.\n\n - **Hailstorm.** Icy stones rain down. Each creature starting its turn below the cloud takes 2d10 bludgeoning damage. Any creature below the cloud has disadvantage on saving throws it makes to maintain concentration.\n\n - **Expansion.** You can move the storm 120 feet or increase its radius by 60 feet. You can add this effect any number of times.",
+ "desc": "You create a swirling storm cloud, centered on a point you can see and covering a cylinder with a 60-foot radius and a height up to 2,000 feet. Each creature starting its turn below the cloud must succeed on a Constitution saving throw or take 4d8 thunder damage and be deafened until the start of its next turn.\n\nAs long as you maintain concentration on the spell, you can use your action to intensify the storm. You can add one of the following effects to the storm, which lasts for the duration. Adding an effect does not remove prior effects, though most effects can be added only once.\n\n - **Lightning.** Lightning strikes rain down. As a bonus action, you can designate two points below the cloud to be struck by lightning. All creatures within a 10-foot radius of either point must make a Dexterity saving throw, taking 4d12 lightning damage on a failure or half as much on a success.\n\n - **Downpour.** Torrential rain falls. The storm\u2019s entire area becomes difficult terrain, and heavily obscured to every creature except you.\n\n - **Hurricane.** Gusting winds whip with brutal ferocity. Ranged weapon attacks in the area automatically miss. Every Huge or smaller creature starting its turn below the cloud must succeed on a Strength saving throw or be thrown 30 feet in a random direction and knocked prone.\n\n - **Hailstorm.** Icy stones rain down. Each creature starting its turn below the cloud takes 2d10 bludgeoning damage. Any creature below the cloud has disadvantage on saving throws it makes to maintain concentration.\n\n - **Expansion.** You can move the storm 120 feet or increase its radius by 60 feet. You can add this effect any number of times.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -6041,7 +6041,7 @@
"damage_types": [
"bludgeoning"
],
- "desc": "You call down a huge tornado at a point you can see on the ground within range. The twister occupies a 30-foot radius, 100-foot high cylinder centered on that point. As an action, you can move the twister up to 30 feet along the ground.\n\nWhen a creature enters the twister on its turn or starts its turn there, it must make a Strength saving throw. On a failure, it takes 10d6 bludgeoning damage, and a Large or smaller creature is sucked up into the twister and restrained. Restrained creatures move with the twister when it moves and are carried vertically 25 feet each round toward the twister’s center. At the end of each of its turns, a restrained creature can repeat the saving throw. On a success, it is hurled 60 feet horizontally out of the twister in a random direction.\n\nThe twister’s area is lightly obscured, and ranged attacks that pass through the twister automatically miss.",
+ "desc": "You call down a huge tornado at a point you can see on the ground within range. The twister occupies a 30-foot radius, 100-foot high cylinder centered on that point. As an action, you can move the twister up to 30 feet along the ground.\n\nWhen a creature enters the twister on its turn or starts its turn there, it must make a Strength saving throw. On a failure, it takes 10d6 bludgeoning damage, and a Large or smaller creature is sucked up into the twister and restrained. Restrained creatures move with the twister when it moves and are carried vertically 25 feet each round toward the twister\u2019s center. At the end of each of its turns, a restrained creature can repeat the saving throw. On a success, it is hurled 60 feet horizontally out of the twister in a random direction.\n\nThe twister\u2019s area is lightly obscured, and ranged attacks that pass through the twister automatically miss.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "",
@@ -6081,7 +6081,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You plant an unquenchable rage in the mind of one humanoid you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you, its eyes glowing with a fiery light. When you cast the spell and as an action on subsequent turns, you can activate this rage.\n\nIf you activate a target’s rage, it must move up to its speed at the start of its turn towards the nearest creature and use its action to make one melee attack against that creature. If you don’t activate its rage or it can’t reach another creature with its movement, the target takes its turn as normal. The target can repeat the saving throw at the end of each of its turns, ending the spell on a success.",
+ "desc": "You plant an unquenchable rage in the mind of one humanoid you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you, its eyes glowing with a fiery light. When you cast the spell and as an action on subsequent turns, you can activate this rage.\n\nIf you activate a target\u2019s rage, it must move up to its speed at the start of its turn towards the nearest creature and use its action to make one melee attack against that creature. If you don\u2019t activate its rage or it can\u2019t reach another creature with its movement, the target takes its turn as normal. The target can repeat the saving throw at the end of each of its turns, ending the spell on a success.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell using a spell slot of 4th level or higher, the target makes two melee attacks if it has an ability that would normally allow it to make more than one attack on its turn.",
@@ -6108,7 +6108,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_bard",
"srd_cleric",
@@ -6117,7 +6117,7 @@
"concentration": false,
"damage_roll": "",
"damage_types": [],
- "desc": "You contact an otherworldly entity, offering it the gems used in the spell’s casting in exchange for the history of a person, place, or object. The entity tells you everything it knows about the subject (typically well-known lore or widely-told stories).\n\nAfter it is contacted, the entity researches the subject for up to seven days. Its discoveries appear as writing in the jeweled notebook. It might learn obscure myths, forgotten legends, or even lost secrets. The more information you possess when you cast the spell, the faster and more detailed the results will be. The entity may not understand the information it finds, and so might impart unsolved riddles, confusing poems, or other puzzling communications. Once the entity has conveyed everything it can discover, the spell ends.",
+ "desc": "You contact an otherworldly entity, offering it the gems used in the spell\u2019s casting in exchange for the history of a person, place, or object. The entity tells you everything it knows about the subject (typically well-known lore or widely-told stories).\n\nAfter it is contacted, the entity researches the subject for up to seven days. Its discoveries appear as writing in the jeweled notebook. It might learn obscure myths, forgotten legends, or even lost secrets. The more information you possess when you cast the spell, the faster and more detailed the results will be. The entity may not understand the information it finds, and so might impart unsolved riddles, confusing poems, or other puzzling communications. Once the entity has conveyed everything it can discover, the spell ends.",
"document": "spells-that-dont-suck",
"duration": "7 days",
"higher_level": "",
@@ -6144,7 +6144,7 @@
{
"fields": {
"attack_roll": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_wizard"
],
@@ -6153,7 +6153,7 @@
"damage_types": [
"force"
],
- "desc": "You conjure an arcane sentry in an unoccupied space that you can see within range. It can take any form you wish, but is obviously magical in nature, and is always Small or Medium. It lasts for the duration, until you dismiss it, until you move 100 feet from it, or until you cast the spell again.\n\nWhen you cast the spell, designate any number of creatures you can see as the sentry’s allies. The sentry is invisible to everyone except its allies, and if any other creature of challenge rating 1/4 or higher comes within 60 feet of it, it calls out an alarm. It can see invisible creatures, see into the Ethereal Plane, and cannot be deceived by illusions.\n\nAs an action on your turn, you may direct the sentry to attack a target you can see within 100 feet of its original location. It can move up to 30 feet, and attack a creature within 5 feet of it. Make a melee spell attack. On a hit, it deals 4d8 force damage. If you are incapacitated, unconscious, or otherwise unable to direct the sentry, then at the end of your turn it attacks the nearest creature of challenge rating 1/4 or higher that is not its ally.",
+ "desc": "You conjure an arcane sentry in an unoccupied space that you can see within range. It can take any form you wish, but is obviously magical in nature, and is always Small or Medium. It lasts for the duration, until you dismiss it, until you move 100 feet from it, or until you cast the spell again.\n\nWhen you cast the spell, designate any number of creatures you can see as the sentry\u2019s allies. The sentry is invisible to everyone except its allies, and if any other creature of challenge rating 1/4 or higher comes within 60 feet of it, it calls out an alarm. It can see invisible creatures, see into the Ethereal Plane, and cannot be deceived by illusions.\n\nAs an action on your turn, you may direct the sentry to attack a target you can see within 100 feet of its original location. It can move up to 30 feet, and attack a creature within 5 feet of it. Make a melee spell attack. On a hit, it deals 4d8 force damage. If you are incapacitated, unconscious, or otherwise unable to direct the sentry, then at the end of your turn it attacks the nearest creature of challenge rating 1/4 or higher that is not its ally.",
"document": "spells-that-dont-suck",
"duration": "8 hours",
"higher_level": "",
@@ -6212,7 +6212,7 @@
},
{
"fields": {
- "casting_time": "bonus",
+ "casting_time": "bonus-action",
"classes": [
"srd_bard",
"srd_warlock",
@@ -6224,7 +6224,7 @@
"desc": "You make a magical sign, creating a protective ward around yourself. The ward has 4 hit points and is resistant to bludgeoning, piercing, and slashing damage. For the duration, whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage and the spell ends.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
- "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the ward’s hit points increase by 2d4 for each slot level above 1st.",
+ "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the ward\u2019s hit points increase by 2d4 for each slot level above 1st.",
"level": 1,
"material": false,
"material_consumed": false,
@@ -6258,7 +6258,7 @@
"damage_types": [
"bludgeoning"
],
- "desc": "You summon a wall of swirling water at a point you can see on the ground within range. The wall can be up to 30 feet long, 10 feet high, and 5 feet thick, or shaped as a ring up to 15 feet in diameter, 20 feet high, and 5 feet thick. Each foot moved through the wall costs 3 feet of movement. The wall’s water disappears when the spell ends.\n\nA creature that starts its turn in the wall or enters it on its turn must make a Strength saving throw, suffering 2d6 bludgeoning damage on a failure or half as much on a success. Ranged attacks passing through the wall have disadvantage and deal half damage. Fire effects passing through are instantly extinguished. Cold effects passing through apply to any creature within 5 feet of the point they touch the wall. Lightning effects apply half their damage to any creature in contact with the wall when they pass through.",
+ "desc": "You summon a wall of swirling water at a point you can see on the ground within range. The wall can be up to 30 feet long, 10 feet high, and 5 feet thick, or shaped as a ring up to 15 feet in diameter, 20 feet high, and 5 feet thick. Each foot moved through the wall costs 3 feet of movement. The wall\u2019s water disappears when the spell ends.\n\nA creature that starts its turn in the wall or enters it on its turn must make a Strength saving throw, suffering 2d6 bludgeoning damage on a failure or half as much on a success. Ranged attacks passing through the wall have disadvantage and deal half damage. Fire effects passing through are instantly extinguished. Cold effects passing through apply to any creature within 5 feet of the point they touch the wall. Lightning effects apply half their damage to any creature in contact with the wall when they pass through.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "",
@@ -6288,7 +6288,7 @@
},
{
"fields": {
- "casting_time": "minute",
+ "casting_time": "1minute",
"classes": [
"srd_bard",
"srd_cleric",
@@ -6331,7 +6331,7 @@
"concentration": true,
"damage_roll": "",
"damage_types": [],
- "desc": "You pour out a stream of pure water and create a 10-foot radius magical healing pool at a point on the ground you can see within range. At any time (no action required by you) you can choose to restore 2d4 hit points to any creature in the pool, depleting the pool’s magic. The pool’s magic is restored at the start of each of your turns.",
+ "desc": "You pour out a stream of pure water and create a 10-foot radius magical healing pool at a point on the ground you can see within range. At any time (no action required by you) you can choose to restore 2d4 hit points to any creature in the pool, depleting the pool\u2019s magic. The pool\u2019s magic is restored at the start of each of your turns.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 and the radius of the pool increases by 5 feet for each slot level above 2nd.",
@@ -6370,7 +6370,7 @@
"damage_types": [
"slashing"
],
- "desc": "You produce a storm of metal shards that occupy a 5-foot diameter sphere in a space you can see 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.\n\nAs an action, you can cause the blades to point and shoot at a creature within 30 feet of the sphere. Make a ranged spell attack. On a hit, targets take 4d4 piercing damage, or half as much damage on a miss. Hit or miss, the spell then ends.",
+ "desc": "You produce a storm of metal shards that occupy a 5-foot diameter sphere in a space you can see within range. A creature takes 4d4 slashing damage when it enters the spell\u2019s area for the first time on a turn or starts its turn there.\n\nAs an action, you can cause the blades to point and shoot at a creature within 30 feet of the sphere. Make a ranged spell attack. On a hit, targets take 4d4 piercing damage, or half as much damage on a miss. Hit or miss, the spell then ends.",
"document": "spells-that-dont-suck",
"duration": "10 minutes",
"higher_level": "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.",
@@ -6441,7 +6441,7 @@
"damage_types": [
"bludgeoning"
],
- "desc": "You conjure a 30-foot radius circle of churning water centered on a point on the ground or in a body of water which you can see within range. The whirlpool’s area is difficult terrain, but it is not deep enough to require swimming. Any creature that starts its turn there or enters on its turn must make a Strength saving throw. On a failure, it takes 5d8 bludgeoning damage and is pulled 10 feet towards the center. If the spell targets an existing body of water, the damage increases by 1d8.",
+ "desc": "You conjure a 30-foot radius circle of churning water centered on a point on the ground or in a body of water which you can see within range. The whirlpool\u2019s area is difficult terrain, but it is not deep enough to require swimming. Any creature that starts its turn there or enters on its turn must make a Strength saving throw. On a failure, it takes 5d8 bludgeoning damage and is pulled 10 feet towards the center. If the spell targets an existing body of water, the damage increases by 1d8.",
"document": "spells-that-dont-suck",
"duration": "1 minute",
"higher_level": "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.",
@@ -6477,7 +6477,7 @@
"damage_types": [
"necrotic"
],
- "desc": "You shrivel and decay every living thing within a 30-foot cube you can see within range, sucking the life away until the targets crumble to dust. Each creature in the area must make a Constitution saving throw. On a failure, the target takes 12d8 necrotic damage, has its speed halved and has disadvantage on all of its attack rolls and ability checks until the end of its next turn. On a success, it takes half as much damage and suffers no other effects.\n\nConstructs and undead automatically succeed on this saving throw, while plants have disadvantage. Anything reduced to 0 hit points while under the spell’s effect crumbles to dust.",
+ "desc": "You shrivel and decay every living thing within a 30-foot cube you can see within range, sucking the life away until the targets crumble to dust. Each creature in the area must make a Constitution saving throw. On a failure, the target takes 12d8 necrotic damage, has its speed halved and has disadvantage on all of its attack rolls and ability checks until the end of its next turn. On a success, it takes half as much damage and suffers no other effects.\n\nConstructs and undead automatically succeed on this saving throw, while plants have disadvantage. Anything reduced to 0 hit points while under the spell\u2019s effect crumbles to dust.",
"document": "spells-that-dont-suck",
"duration": "1 round",
"higher_level": "",
@@ -6515,7 +6515,7 @@
"damage_types": [
"necrotic"
],
- "desc": "You send a surge of negative energy into a creature that you can see within range. The target must make a Constitution saving throw. On a failure, it takes 14d6 necrotic damage, or half as much damage on a success. The target’s hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took.",
+ "desc": "You send a surge of negative energy into a creature that you can see within range. The target must make a Constitution saving throw. On a failure, it takes 14d6 necrotic damage, or half as much damage on a success. The target\u2019s hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took.",
"document": "spells-that-dont-suck",
"duration": "instantaneous",
"higher_level": "",
@@ -6540,4 +6540,4 @@
"model": "api_v2.spell",
"pk": "spells-that-dont-suck_wound"
}
-]
\ No newline at end of file
+]
diff --git a/data/v2/wizards-of-the-coast/srd-2024/Spell.json b/data/v2/wizards-of-the-coast/srd-2024/Spell.json
index 49079028..5fc6c129 100644
--- a/data/v2/wizards-of-the-coast/srd-2024/Spell.json
+++ b/data/v2/wizards-of-the-coast/srd-2024/Spell.json
@@ -108,7 +108,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -137,7 +137,7 @@
"range": 30,
"range_unit": "feet",
"ritual": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -150,7 +150,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": "cube",
"shape_size": 20,
"shape_size_unit": "feet",
@@ -228,7 +228,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -268,7 +268,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -308,7 +308,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -333,7 +333,7 @@
"range": 10,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -489,7 +489,7 @@
"range": 60,
"range_unit": "feet",
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -502,7 +502,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 day",
+ "duration": "10 days",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -698,7 +698,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -713,7 +713,7 @@
"pk": "srd-2024_astral-projection",
"fields": {
"name": "Astral Projection",
- "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target's body and astral form both die. A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it. When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.",
+ "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut\u2014which happens only when an effect states that it does so\u2014the target's body and astral form both die. A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it. When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.",
"document": "srd-2024",
"level": 9,
"school": "necromancy",
@@ -723,7 +723,7 @@
"range": 10,
"range_unit": "feet",
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -753,7 +753,7 @@
"pk": "srd-2024_augury",
"fields": {
"name": "Augury",
- "desc": "You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. Table: Omens | Omen | For Results That Will Be … | |--------------|----------------------------| | Weal | Good | | Woe | Bad | | Weal and woe | Good and bad | | Indifference | Neither good nor bad | The spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.",
+ "desc": "You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. Table: Omens | Omen | For Results That Will Be \u2026 | |--------------|----------------------------| | Weal | Good | | Woe | Bad | | Weal and woe | Good and bad | | Indifference | Neither good nor bad | The spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.",
"document": "srd-2024",
"level": 2,
"school": "divination",
@@ -763,7 +763,7 @@
"range": 0,
"range_unit": null,
"ritual": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -818,7 +818,7 @@
"damage_types": [
"necrotic"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -844,7 +844,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -1079,7 +1079,7 @@
"document": "srd-2024",
"level": 3,
"school": "necromancy",
- "higher_level": "If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.",
+ "higher_level": "If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5\u20136 slot) or 24 hours (level 7\u20138 slot). If you use a level 9 spell slot, the spell lasts until dispelled.",
"target_type": "creature",
"range_text": "Touch",
"range": 0,
@@ -1182,7 +1182,7 @@
"damage_types": [
"force"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -1320,7 +1320,7 @@
"pk": "srd-2024_blink",
"fields": {
"name": "Blink",
- "desc": "Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.",
+ "desc": "Roll 1d6 at the end of each of your turns for the duration. On a roll of 4\u20136, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.",
"document": "srd-2024",
"level": 3,
"school": "transmutation",
@@ -1464,7 +1464,7 @@
"damage_types": [
"lightning"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -1776,7 +1776,7 @@
"range": 5280,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -1789,7 +1789,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -1817,7 +1817,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -1870,7 +1870,7 @@
"damage_types": [
"poison"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": "sphere",
"shape_size": 20,
"shape_size_unit": "feet",
@@ -1976,7 +1976,7 @@
"range": 0,
"range_unit": null,
"ritual": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -2014,7 +2014,7 @@
"range": 0,
"range_unit": null,
"ritual": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -2164,7 +2164,7 @@
"pk": "srd-2024_confusion",
"fields": {
"name": "Confusion",
- "desc": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. Table: 1d10 Behavior for the Turn | d10 | Behavior for the Turn | |------|----------------------------------------------------------------------------------------------------------------------------------------------| | 1 | The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.| | 2–6 | The target doesn't move or take actions. | | 7–8 | The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. | | 9–10 | The target chooses its behavior. | At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.",
+ "desc": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. Table: 1d10 Behavior for the Turn | d10 | Behavior for the Turn | |------|----------------------------------------------------------------------------------------------------------------------------------------------| | 1 | The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.| | 2\u20136 | The target doesn't move or take actions. | | 7\u20138 | The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. | | 9\u201310 | The target chooses its behavior. | At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.",
"document": "srd-2024",
"level": 4,
"school": "enchantment",
@@ -2230,7 +2230,7 @@
"damage_types": [
"slashing"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -2269,7 +2269,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -2307,7 +2307,7 @@
"attack_roll": false,
"damage_roll": "8d8",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -2348,7 +2348,7 @@
"damage_types": [
"psychic"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -2386,7 +2386,7 @@
"attack_roll": false,
"damage_roll": "2d8",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -2427,7 +2427,7 @@
"damage_types": [
"force"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -2453,7 +2453,7 @@
"range": 0,
"range_unit": null,
"ritual": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": false,
@@ -2509,7 +2509,7 @@
"damage_types": [
"necrotic"
],
- "duration": "7 day",
+ "duration": "7 days",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -2525,7 +2525,7 @@
"pk": "srd-2024_contingency",
"fields": {
"name": "Contingency",
- "desc": "Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.",
+ "desc": "Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.",
"document": "srd-2024",
"level": 6,
"school": "abjuration",
@@ -2535,7 +2535,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -2548,7 +2548,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 day",
+ "duration": "10 days",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -2626,7 +2626,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -2643,7 +2643,7 @@
"pk": "srd-2024_control-weather",
"fields": {
"name": "Control Weather",
- "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the GM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Table: Precipitation | Stage | Condition | |-------|--------------------------------------------| | 1 | Clear | | 2 | Light clouds | | 3 | Overcast or ground fog | | 4 | Rain, hail, or snow | | 5 | Torrential rain, driving hail, or blizzard | Table: Temperature | Stage | Condition | |-------------|-----------| | 1 | Heat wave | | 2 | Hot | | 3 | Warm | | 4 | Cool | | 5 | Cold | | 6 | Freezing | Table: Wind | Stage | Condition | |-------|---------------| | 1 | Calm | | 2 | Moderate wind | | 3 | Strong wind | | 4 | Gale | | 5 | Storm |",
+ "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the GM. You can change precipitation, temperature, and wind. It takes 1d4 \u00d7 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Table: Precipitation | Stage | Condition | |-------|--------------------------------------------| | 1 | Clear | | 2 | Light clouds | | 3 | Overcast or ground fog | | 4 | Rain, hail, or snow | | 5 | Torrential rain, driving hail, or blizzard | Table: Temperature | Stage | Condition | |-------------|-----------| | 1 | Heat wave | | 2 | Hot | | 3 | Warm | | 4 | Cool | | 5 | Cold | | 6 | Freezing | Table: Wind | Stage | Condition | |-------|---------------| | 1 | Calm | | 2 | Moderate wind | | 3 | Strong wind | | 4 | Gale | | 5 | Storm |",
"document": "srd-2024",
"level": 8,
"school": "transmutation",
@@ -2653,7 +2653,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -2666,7 +2666,7 @@
"attack_roll": false,
"damage_roll": "1d4",
"damage_types": [],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -2723,7 +2723,7 @@
"pk": "srd-2024_create-food-and-water",
"fields": {
"name": "Create Food and Water",
- "desc": "You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.",
+ "desc": "You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.",
"document": "srd-2024",
"level": 3,
"school": "conjuration",
@@ -2811,7 +2811,7 @@
"range": 10,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -2851,7 +2851,7 @@
"range": 30,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -2985,7 +2985,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": "sphere",
"shape_size": 15,
"shape_size_unit": "feet",
@@ -3025,7 +3025,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -3108,7 +3108,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -3228,7 +3228,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -3267,7 +3267,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -3312,7 +3312,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -3413,7 +3413,7 @@
"pk": "srd-2024_disguise-self",
"fields": {
"name": "Disguise Self",
- "desc": "You make yourself—including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.",
+ "desc": "You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.",
"document": "srd-2024",
"level": 1,
"school": "illusion",
@@ -3738,7 +3738,7 @@
"pk": "srd-2024_divine-word",
"fields": {
"name": "Divine Word",
- "desc": "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\n| Hit Points | Effect |\n|---|---|\n| 0–20 | The target dies. |\n| 21–30 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour. |\n| 31–40 | The target has the Blinded and Deafened conditions for 10 minutes. |\n| 41–50 | The target has the Deafened condition for 1 minute. |",
+ "desc": "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\n| Hit Points | Effect |\n|---|---|\n| 0\u201320 | The target dies. |\n| 21\u201330 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour. |\n| 31\u201340 | The target has the Blinded and Deafened conditions for 10 minutes. |\n| 41\u201350 | The target has the Deafened condition for 1 minute. |",
"document": "srd-2024",
"level": 7,
"school": "evocation",
@@ -3946,7 +3946,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -3961,7 +3961,7 @@
"damage_types": [
"psychic"
],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -4016,7 +4016,7 @@
"pk": "srd-2024_earthquake",
"fields": {
"name": "Earthquake",
- "desc": "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\nYou can also cause the effects below.\n\n***Fissures.*** A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\n***Structures.*** The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.",
+ "desc": "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\nYou can also cause the effects below.\n\n***Fissures.*** A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 \u00d7 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\n***Structures.*** The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.",
"document": "srd-2024",
"level": 8,
"school": "transmutation",
@@ -4181,7 +4181,7 @@
"pk": "srd-2024_enlargereduce",
"fields": {
"name": "Enlarge/Reduce",
- "desc": "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\n**_Enlarge._** The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\n**_Reduce._** The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).",
+ "desc": "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\n**_Enlarge._** The target's size increases by one category\u2014from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\n**_Reduce._** The target's size decreases by one category\u2014from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).",
"document": "srd-2024",
"level": 2,
"school": "transmutation",
@@ -4301,7 +4301,7 @@
"pk": "srd-2024_enthrall",
"fields": {
"name": "Enthrall",
- "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.",
+ "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a \u221210 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.",
"document": "srd-2024",
"level": 2,
"school": "enchantment",
@@ -4365,7 +4365,7 @@
"damage_types": [
"force"
],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -4407,7 +4407,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -4465,7 +4465,7 @@
"pk": "srd-2024_fabricate",
"fields": {
"name": "Fabricate",
- "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects.",
+ "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill\u2014such as weapons and armor\u2014unless you have proficiency with the type of Artisan's Tools used to craft such objects.",
"document": "srd-2024",
"level": 4,
"school": "transmutation",
@@ -4475,7 +4475,7 @@
"range": 120,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -4567,7 +4567,7 @@
"damage_types": [
"force"
],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -4740,7 +4740,7 @@
"pk": "srd-2024_find-steed",
"fields": {
"name": "Find Steed",
- "desc": "You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type—Celestial, Fey, or Fiend which determines certain traits in the stat block.\n\n**_Combat._** The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\n**_Disappearance of the Steed._** The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.",
+ "desc": "You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend which determines certain traits in the stat block.\n\n**_Combat._** The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\n**_Disappearance of the Steed._** The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.",
"document": "srd-2024",
"level": 2,
"school": "conjuration",
@@ -4788,12 +4788,12 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
"material": true,
- "material_specified": "a set of divination tools—such as cards or runes—worth 100+ GP",
+ "material_specified": "a set of divination tools\u2014such as cards or runes\u2014worth 100+ GP",
"material_cost": null,
"material_consumed": true,
"target_count": 1,
@@ -5008,7 +5008,7 @@
"fire",
"cold"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -5092,7 +5092,7 @@
"damage_types": [
"fire"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -5292,7 +5292,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -5400,7 +5400,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": false,
"somatic": false,
@@ -5413,7 +5413,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "",
+ "duration": "1 hour",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -5440,7 +5440,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -5453,7 +5453,7 @@
"attack_roll": true,
"damage_roll": "",
"damage_types": [],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -5648,7 +5648,7 @@
"range": 60,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": false,
@@ -5663,7 +5663,7 @@
"damage_types": [
"psychic"
],
- "duration": "30 day",
+ "duration": "30 days",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -5705,7 +5705,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 day",
+ "duration": "10 days",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -5745,7 +5745,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -5848,7 +5848,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -5901,7 +5901,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -6063,7 +6063,7 @@
"damage_types": [
"radiant"
],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -6088,7 +6088,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -6101,7 +6101,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -6247,7 +6247,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -6285,7 +6285,7 @@
"range": 300,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -6298,7 +6298,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": "cube",
"shape_size": 150,
"shape_size_unit": "feet",
@@ -6565,7 +6565,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -6640,7 +6640,7 @@
"document": "srd-2024",
"level": 1,
"school": "enchantment",
- "higher_level": "Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).",
+ "higher_level": "Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3\u20134 (up to 8 hours), or 5+ (24 hours).",
"target_type": "creature",
"range_text": "90 feet",
"range": 90,
@@ -6842,7 +6842,7 @@
"document": "srd-2024",
"level": 1,
"school": "divination",
- "higher_level": "Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).",
+ "higher_level": "Your Concentration can last longer with a spell slot of level 3\u20134 (up to 8 hours) or 5+ (up to 24 hours).",
"target_type": "creature",
"range_text": "90 feet",
"range": 90,
@@ -7015,7 +7015,7 @@
"range": 0,
"range_unit": null,
"ritual": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -7054,7 +7054,7 @@
"range": 0,
"range_unit": null,
"ritual": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": false,
"somatic": true,
@@ -7067,7 +7067,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 day",
+ "duration": "10 days",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -7094,7 +7094,7 @@
"range": 30,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -7230,7 +7230,7 @@
"damage_types": [
"piercing"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": "sphere",
"shape_size": 20,
"shape_size_unit": "feet",
@@ -7257,7 +7257,7 @@
"range": 0,
"range_unit": null,
"ritual": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -7456,7 +7456,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -7551,7 +7551,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -7689,7 +7689,7 @@
"pk": "srd-2024_locate-creature",
"fields": {
"name": "Locate Creature",
- "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.",
+ "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.",
"document": "srd-2024",
"level": 4,
"school": "divination",
@@ -7732,7 +7732,7 @@
"pk": "srd-2024_locate-object",
"fields": {
"name": "Locate Object",
- "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.",
+ "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.",
"document": "srd-2024",
"level": 2,
"school": "divination",
@@ -7755,7 +7755,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -7839,7 +7839,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -7906,7 +7906,7 @@
"range": 10,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -7947,7 +7947,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -8016,7 +8016,7 @@
"pk": "srd-2024_magic-mouth",
"fields": {
"name": "Magic Mouth",
- "desc": "You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.",
+ "desc": "You implant a message within an object in range\u2014a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.",
"document": "srd-2024",
"level": 2,
"school": "illusion",
@@ -8026,7 +8026,7 @@
"range": 30,
"range_unit": "feet",
"ritual": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -8059,7 +8059,7 @@
"document": "srd-2024",
"level": 2,
"school": "transmutation",
- "higher_level": "The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.",
+ "higher_level": "The bonus increases to +2 with a level 3\u20135 spell slot. The bonus increases to +3 with a level 6+ spell slot.",
"target_type": "creature",
"range_text": "Touch",
"range": 0,
@@ -8106,7 +8106,7 @@
"range": 300,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -8119,7 +8119,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": "cube",
"shape_size": 10,
"shape_size_unit": "feet",
@@ -8158,7 +8158,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": "cube",
"shape_size": 20,
"shape_size_unit": "feet",
@@ -8293,7 +8293,7 @@
"pk": "srd-2024_mass-suggestion",
"fields": {
"name": "Mass Suggestion",
- "desc": "You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \"Walk to the village down that road, and help the villagers there harvest crops until sunset.\" Or you could say, \"Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.\" Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.",
+ "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \"Walk to the village down that road, and help the villagers there harvest crops until sunset.\" Or you could say, \"Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.\" Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.",
"document": "srd-2024",
"level": 6,
"school": "enchantment",
@@ -8316,7 +8316,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -8356,7 +8356,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -8396,7 +8396,7 @@
"damage_types": [
"force"
],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -8423,7 +8423,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -8538,7 +8538,7 @@
"pk": "srd-2024_mind-blank",
"fields": {
"name": "Mind Blank",
- "desc": "Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.",
+ "desc": "Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.",
"document": "srd-2024",
"level": 8,
"school": "abjuration",
@@ -8563,7 +8563,7 @@
"damage_types": [
"psychic"
],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -8621,7 +8621,7 @@
"pk": "srd-2024_minor-illusion",
"fields": {
"name": "Minor Illusion",
- "desc": "You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\n\n**_Sound._** If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\n**_Image._** If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.",
+ "desc": "You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\n\n**_Sound._** If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\n**_Image._** If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.",
"document": "srd-2024",
"level": 0,
"school": "illusion",
@@ -8672,7 +8672,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -8685,7 +8685,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 day",
+ "duration": "10 days",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -8925,7 +8925,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "2 hour",
+ "duration": "2 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -8965,7 +8965,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -9152,7 +9152,7 @@
"range": 30,
"range_unit": "feet",
"ritual": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -9190,7 +9190,7 @@
"range": 60,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -9228,7 +9228,7 @@
"range": 60,
"range_unit": "feet",
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -9241,7 +9241,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -9312,7 +9312,7 @@
"range": 150,
"range_unit": "feet",
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -9559,7 +9559,7 @@
"range": 30,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": false,
@@ -9675,7 +9675,7 @@
"pk": "srd-2024_prismatic-wall",
"fields": {
"name": "Prismatic Wall",
- "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\n| Order | Effects |\n|---|---|\n| 1 | **Red.** *Failed Save:* 12d6 Fire damage. *Successful Save:* Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage. |\n| 2 | **Orange.** *Failed Save:* 12d6 Acid damage. *Successful Save:* Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind). |\n| 3 | **Yellow.** *Failed Save:* 12d6 Lightning damage. *Successful Save:* Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage. |\n| 4 | **Green.** *Failed Save:* 12d6 Poison damage. *Successful Save:* Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. |\n| 5 | **Blue.** *Failed Save:* 12d6 Cold damage. *Successful Save:* Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage. |\n| 6 | **Indigo.** *Failed Save:* The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell. |\n| 7 | **Violet.** *Failed Save:* The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (GM's choice). Additional Effects: This layer is destroyed by Dispel Magic. |",
+ "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\n| Order | Effects |\n|---|---|\n| 1 | **Red.** *Failed Save:* 12d6 Fire damage. *Successful Save:* Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage. |\n| 2 | **Orange.** *Failed Save:* 12d6 Acid damage. *Successful Save:* Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind). |\n| 3 | **Yellow.** *Failed Save:* 12d6 Lightning damage. *Successful Save:* Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage. |\n| 4 | **Green.** *Failed Save:* 12d6 Poison damage. *Successful Save:* Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. |\n| 5 | **Blue.** *Failed Save:* 12d6 Cold damage. *Successful Save:* Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage. |\n| 6 | **Indigo.** *Failed Save:* The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell. |\n| 7 | **Violet.** *Failed Save:* The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (GM's choice). Additional Effects: This layer is destroyed by Dispel Magic. |",
"document": "srd-2024",
"level": 9,
"school": "abjuration",
@@ -9705,7 +9705,7 @@
"acid",
"cold"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -9731,7 +9731,7 @@
"range": 120,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -9744,7 +9744,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -9784,7 +9784,7 @@
"damage_types": [
"fire"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -9942,7 +9942,7 @@
"attack_roll": true,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -10044,7 +10044,7 @@
"pk": "srd-2024_raise-dead",
"fields": {
"name": "Raise Dead",
- "desc": "With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.",
+ "desc": "With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival its head, for instance\u2014the spell automatically fails. Coming back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.",
"document": "srd-2024",
"level": 5,
"school": "necromancy",
@@ -10054,7 +10054,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -10174,7 +10174,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -10255,7 +10255,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -10324,7 +10324,7 @@
"pk": "srd-2024_resilient-sphere",
"fields": {
"name": "Resilient Sphere",
- "desc": "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming anything inside.",
+ "desc": "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming anything inside.",
"document": "srd-2024",
"level": 4,
"school": "abjuration",
@@ -10401,7 +10401,7 @@
"pk": "srd-2024_resurrection",
"fields": {
"name": "Resurrection",
- "desc": "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.",
+ "desc": "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.",
"document": "srd-2024",
"level": 7,
"school": "necromancy",
@@ -10411,7 +10411,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -10678,7 +10678,7 @@
"pk": "srd-2024_scrying",
"fields": {
"name": "Scrying",
- "desc": "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\n| Your Knowledge of the Target Is … | Save Modifier |\n|---|---|\n| Secondhand (heard of the target) | +5 |\n| Firsthand (met the target) | +0 |\n| Extensive (know the target well) | −5 |\n\n| You Have the Target's … | Save Modifier |\n|---|---|\n| Picture or other likeness | −2 |\n| Garment or other possession | −4 |\n| Body part, lock of hair, or bit of nail | −10 |\n\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\n\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.",
+ "desc": "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\n| Your Knowledge of the Target Is \u2026 | Save Modifier |\n|---|---|\n| Secondhand (heard of the target) | +5 |\n| Firsthand (met the target) | +0 |\n| Extensive (know the target well) | \u22125 |\n\n| You Have the Target's \u2026 | Save Modifier |\n|---|---|\n| Picture or other likeness | \u22122 |\n| Garment or other possession | \u22124 |\n| Body part, lock of hair, or bit of nail | \u221210 |\n\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\n\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.",
"document": "srd-2024",
"level": 5,
"school": "divination",
@@ -10688,7 +10688,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -10701,7 +10701,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -10861,7 +10861,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -11099,7 +11099,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -11261,7 +11261,7 @@
"damage_types": [
"thunder"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": "sphere",
"shape_size": 20,
"shape_size_unit": "feet",
@@ -11301,7 +11301,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": "cube",
"shape_size": 15,
"shape_size_unit": "feet",
@@ -11328,7 +11328,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -11436,7 +11436,7 @@
"pk": "srd-2024_slow",
"fields": {
"name": "Slow",
- "desc": "You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.",
+ "desc": "You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.",
"document": "srd-2024",
"level": 3,
"school": "transmutation",
@@ -11576,7 +11576,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -11617,7 +11617,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -11657,7 +11657,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -11739,7 +11739,7 @@
"damage_types": [
"piercing"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": "sphere",
"shape_size": 20,
"shape_size_unit": "feet",
@@ -11781,7 +11781,7 @@
"radiant",
"necrotic"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -12000,7 +12000,7 @@
"pk": "srd-2024_storm-of-vengeance",
"fields": {
"name": "Storm of Vengeance",
- "desc": "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\n**_Turn 2._** Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\n**_Turn 3._** You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\n**_Turn 4._** Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\n**_Turns 5–10._** Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.",
+ "desc": "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\n**_Turn 2._** Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\n**_Turn 3._** You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\n**_Turn 4._** Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\n**_Turns 5\u201310._** Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.",
"document": "srd-2024",
"level": 9,
"school": "conjuration",
@@ -12040,7 +12040,7 @@
"pk": "srd-2024_suggestion",
"fields": {
"name": "Suggestion",
- "desc": "You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\" The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.",
+ "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\" The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.",
"document": "srd-2024",
"level": 2,
"school": "enchantment",
@@ -12063,7 +12063,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -12215,7 +12215,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -12269,7 +12269,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -12324,7 +12324,7 @@
"pk": "srd-2024_teleport",
"fields": {
"name": "Teleport",
- "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\n| Familiarity | Mishap | Similar Area | Off Target | On Target |\n|---|---|---|---|---|\n| Permanent circle | — | — | — | 01–00 |\n| Linked object | — | — | — | 01–00 |\n| Very familiar | 01–05 | 06–13 | 14–24 | 25–00 |\n| Seen casually | 01–33 | 34–43 | 44–53 | 54–00 |\n| Viewed once or described | 01–43 | 44–53 | 54–73 | 74–00 |\n| False destination | 01–50 | 51–00 | — | — |\n\n- \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.\n- \"Linked object\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\n- \"Very familiar\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n- \"Seen casually\" is a place you have seen more than once but with which you aren't very familiar.\n- \"Viewed once or described\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\n- \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.",
+ "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\n| Familiarity | Mishap | Similar Area | Off Target | On Target |\n|---|---|---|---|---|\n| Permanent circle | \u2014 | \u2014 | \u2014 | 01\u201300 |\n| Linked object | \u2014 | \u2014 | \u2014 | 01\u201300 |\n| Very familiar | 01\u201305 | 06\u201313 | 14\u201324 | 25\u201300 |\n| Seen casually | 01\u201333 | 34\u201343 | 44\u201353 | 54\u201300 |\n| Viewed once or described | 01\u201343 | 44\u201353 | 54\u201373 | 74\u201300 |\n| False destination | 01\u201350 | 51\u201300 | \u2014 | \u2014 |\n\n- \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.\n- \"Linked object\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\n- \"Very familiar\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n- \"Seen casually\" is a place you have seen more than once but with which you aren't very familiar.\n- \"Viewed once or described\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\n- \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.",
"document": "srd-2024",
"level": 7,
"school": "conjuration",
@@ -12364,7 +12364,7 @@
"pk": "srd-2024_teleportation-circle",
"fields": {
"name": "Teleportation Circle",
- "desc": "As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.",
+ "desc": "As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence\u2014a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.",
"document": "srd-2024",
"level": 5,
"school": "conjuration",
@@ -12374,7 +12374,7 @@
"range": 10,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": false,
@@ -12535,7 +12535,7 @@
"range": 0,
"range_unit": null,
"ritual": true,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -12548,7 +12548,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -12733,7 +12733,7 @@
"range": 0,
"range_unit": null,
"ritual": false,
- "casting_time": "hour",
+ "casting_time": "1hour",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -12857,7 +12857,7 @@
"range": 5280,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -12872,7 +12872,7 @@
"damage_types": [
"bludgeoning"
],
- "duration": "6 round",
+ "duration": "6 rounds",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -13115,7 +13115,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -13157,7 +13157,7 @@
"psychic",
"cold"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -13197,7 +13197,7 @@
"damage_types": [
"psychic"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -13240,7 +13240,7 @@
"slashing",
"piercing"
],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -13317,7 +13317,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "24 hour",
+ "duration": "24 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -13335,7 +13335,7 @@
"pk": "srd-2024_water-walk",
"fields": {
"name": "Water Walk",
- "desc": "This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.",
+ "desc": "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.",
"document": "srd-2024",
"level": 3,
"school": "transmutation",
@@ -13468,7 +13468,7 @@
"range": 30,
"range_unit": "feet",
"ritual": false,
- "casting_time": "minute",
+ "casting_time": "1minute",
"reaction_condition": null,
"verbal": true,
"somatic": true,
@@ -13483,7 +13483,7 @@
"damage_types": [
"slashing"
],
- "duration": "8 hour",
+ "duration": "8 hours",
"shape_type": null,
"shape_size": null,
"shape_size_unit": null,
@@ -13641,7 +13641,7 @@
"attack_roll": false,
"damage_roll": "",
"damage_types": [],
- "duration": "10 minute",
+ "duration": "10 minutes",
"shape_type": "sphere",
"shape_size": 15,
"shape_size_unit": "feet",
@@ -13653,4 +13653,4 @@
]
}
}
-]
\ No newline at end of file
+]