[{"version":"3.1.5"},{"db":"14"},{"data":[{"id":-1,"name":"Catnap","school":"3rd level Enchantment","level":"3","casting_time":"1 Action","range":"30 Feet","components":"S, M (a pinch of sand)","duration":"10 Minute","description":"

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

","description_high":"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","book":"XGtE 151","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Cause Fear","school":"1st level Necromancy","level":"1","casting_time":"1 Action","range":"60 Feet","components":"V","duration":"1 Minute","description":"

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","description_high":"When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","book":"XGtE 151","note":"","classes":"Warlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Charm Monster","school":"4th level Enchantment","level":"4","casting_time":"1 Action","range":"30 Feet","components":"V, S","duration":"1 Hour","description":"

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

","description_high":"When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.","book":"XGtE 151","note":"","classes":"Bard,Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Ceremony","school":"1st level Abjuration","level":"1","casting_time":"1 Hour","range":"Touch","components":"V, S, M (25 gp worth of powdered silver, which the spell consumes)","duration":"Instantaneous","description":"

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

","description_high":"","book":"XGtE 151","note":"","classes":"Cleric,Paladin","concentration":"false","ritual":"true","sound":"","is_edit":false},{"id":-1,"name":"Chaos Bolt","school":"1st level Evocation","level":"1","casting_time":"1 Action","range":"120 Feet","components":"V, S","duration":"Instantaneous","description":"

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type as shown below.

d8Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Poison
7Psychic
8Thunder


If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

","description_high":"When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st","book":"XGtE 151","note":"","classes":"Sorcerer","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Create Homunculus","school":"6th level Transmutation","level":"6","casting_time":"1 Hour","range":"Touch","components":"V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp)","duration":"Instantaneous","description":"

While speaking an intricate incantation, you cut yourself with a jewel-incrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.

The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points end when you finish a long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.

You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

","description_high":"","book":"XGtE 152","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Crown of Stars","school":"7th level Evocation","level":"7","casting_time":"1 Action","range":"Self","components":"V, S","duration":"1 Hour","description":"

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

","description_high":"When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.","book":"XGtE 152","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Danse Macabre","school":"5th level Necromancy","level":"5","casting_time":"1 Action","range":"60 Feet","components":"V, S","duration":"1 Hour","description":"

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.

You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creature continue to follow it until their task is complete.

","description_high":"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.","book":"XGtE 153","note":"","classes":"Warlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Dawn","school":"5th level Evocation","level":"5","casting_time":"1 Action","range":"60 Feet","components":"V, S, M (A sunburst pendant worth at least 100 gp)","duration":"1 Minute","description":"

The light of dawn shines down upon a location you specify within range. Until the spell ends, a 30-foot radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

","description_high":"","book":"XGtE 153","note":"","classes":"Cleric,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Dragon's Breath","school":"2nd level Transmutation","level":"2","casting_time":"1 Bonus action","range":"Touch","components":"V, S, M (a hot pepper)","duration":"1 Minute","description":"

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lighting, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.","book":"XGtE 154","note":"","classes":"Sorcerer,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Druid Grove","school":"6th level Abjuration","level":"6","casting_time":"10 Minute","range":"Touch","components":"V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)","duration":"24 Hour","description":"

you invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.

The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.

Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by the entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.

Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.

Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:

To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

","description_high":"","book":"XGtE 154","note":"","classes":"Druid","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Enemies Abound","school":"3rd level Necromancy","level":"3","casting_time":"1 Action","range":"120 Feet","components":"V, S","duration":"1 Minute","description":"

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","description_high":"","book":"XGtE 155 ","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Enervation","school":"5th level Necromancy","level":"5","casting_time":"1 Action","range":"60 Feet","components":"V, S","duration":"1 Minute","description":"

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you retain hit points equal to half the amount of necrotic damage the target takes.

","description_high":"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","book":"XGtE 155","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Find Greater Steed","school":"4th level Conjuration","level":"4","casting_time":"10 Minute","range":"30 Feet","components":"V, S","duration":"Instantaneous","description":"

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if has an Intelligence score of 5 or lower, its Intelligence becomes a 6, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. 

The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.

You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release the mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

","description_high":"","book":"XGtE 156","note":"","classes":"Paladin","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Far Step","school":"5th level Conjuration","level":"5","casting_time":"1 Bonus action","range":"Self","components":"V","duration":"1 Minute","description":"

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport this way again.

","description_high":"","book":"","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Guardian of Nature","school":"4th level Transmutation","level":"4","casting_time":"1 Bonus action","range":"None","components":"V","duration":"1 Minute","description":"

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

","description_high":"","book":"XGtE 157","note":"","classes":"Druid,Ranger","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Healing Spirit","school":"2nd level Conjuration","level":"2","casting_time":"1 Bonus action","range":"60 Feet","components":"V, S","duration":"1 Minute","description":"

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or start its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.","book":"XGtE 157","note":"","classes":"Druid,Ranger","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Holy Weapon","school":"5th level Evocation","level":"5","casting_time":"1 Bonus action","range":"Touch","components":"V, S","duration":"1 Hour","description":"

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it dal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

","description_high":"","book":"XGtE 157","note":"","classes":"Paladin","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Illusory Dragon","school":"8th level Illusion","level":"8","casting_time":"1 Action","range":"120 Feet","components":"S","duration":"1 Minute","description":"

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lighting, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

","description_high":"","book":"XGtE 157","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Infernal Calling","school":"5th level Conjuration","level":"5","casting_time":"1 Minute","range":"90 Feet","components":"V, S, M (a ruby worth at least 999 gp)","duration":"1 Hour","description":"

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative fro the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt to you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil carries out your command - such as \"attack my enemies,\" \"explore the room ahead,\" or \"bear this message to the queen\" - until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn't disappear fi it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma check required.

","description_high":"When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.","book":"XGtE 158","note":"","classes":"Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Infestation","school":"Conjuration Cantrip","level":-1,"casting_time":"1 Action","range":"30 Feet","components":"V, S, M (a living flea)","duration":"Instantaneous","description":"

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","description_high":"","book":"XGtE 158","note":"","classes":"Druid,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Invulnerability","school":"9th level Abjuration","level":"9","casting_time":"1 Action","range":"Self","components":"V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes)","duration":"10 Minute","description":"

You are immune to all damage until the spell ends.

","description_high":"","book":"XGtE 160","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Life Transference","school":"3rd level Necromancy","level":"3","casting_time":"1 Action","range":"30 Feet","components":"V, S","duration":"Instantaneous","description":"

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

","description_high":"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.","book":"XGtE 160","note":"","classes":"Cleric,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Maddening Darkness","school":"8th level Evocation","level":"8","casting_time":"1 Action","range":"150 Feet","components":"V, M (a drop of pitch mixed with a drop of mercury)","duration":"10 Minute","description":"

Magical darkness spreads from a point you choose within range to fill a 60-foot radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

","description_high":"","book":"XGtE 160","note":"","classes":"Warlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Mass Polymorph","school":"9th level Transmutation","level":"9","casting_time":"1 Action","range":"120 Feet","components":"V, S, M (a caterpillar cocoon)","duration":"1 Hour","description":"

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.

The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.

","description_high":"","book":"XGtE 160","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Mental Prison","school":"6th level Illusion","level":"6","casting_time":"1 Action","range":"60 Feet","components":"S","duration":"1 Minute","description":"

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

","description_high":"","book":"XGtE 161","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Mighty Fortress","school":"8th level Conjuration","level":"8","casting_time":"1 Minute","range":"1 Mile","components":"V, S, M (a diamond worth at least 500 gp, which the spell consumes)","duration":"Instantaneous","description":"

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are 80 feet log, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

a staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damage. Each 10-foot-by-10-foot section of stone has an AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

","description_high":"","book":"XGtE 161","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Mind Spike","school":"2nd level Divination","level":"2","casting_time":"1 Action","range":"60 Feet","components":"S","duration":"1 Hour","description":"

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.

","description_high":"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 (1d8?) for each slot level above 2nd.","book":"XGtE 162","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Negative Energy Flood","school":"5th level Necromancy","level":"5","casting_time":"1 Action","range":"60 Feet","components":"V, M (a broken bone and a square of black silk)","duration":"Instantaneous","description":"

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

","description_high":"","book":"XGtE 163","note":"","classes":"Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Power Word Pain","school":"7th level Enchantment","level":"7","casting_time":"1 Action","range":"60 Feet","components":"V","duration":"Instantaneous","description":"

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of its turns. On a successful save, the pain ends.

","description_high":"","book":"XGtE 163","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Primal Savagery","school":"Transmutation Cantrip","level":-1,"casting_time":"1 Action","range":"Self","components":"S","duration":"Instantaneous","description":"

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","description_high":"","book":"XGtE 163","note":"","classes":"Druid","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Psychic Scream","school":"9th level Enchantment","level":"9","casting_time":"1 Action","range":"90 Feet","components":"S","duration":"Instantaneous","description":"

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

","description_high":"","book":"XGtE 163","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Scatter","school":"6th level Conjuration","level":"6","casting_time":"1 Action","range":"30 Feet","components":"V","duration":"Instantaneous","description":"

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

","description_high":"","book":"XGtE 164","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Shadow Blade","school":"2nd level Illusion","level":"2","casting_time":"1 Bonus action","range":"Self","components":"V, S","duration":"1 Minute","description":"

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of your turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

","description_high":"When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.","book":"XGtE 164","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Shadow of Moil","school":"4th level Necromancy","level":"4","casting_time":"1 Action","range":"Self","components":"V, S, M (an undead eyeball encased in a gem worth at least 150 gp)","duration":"1 Minute","description":"

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

","description_high":"","book":"XGtE 164","note":"","classes":"Warlock","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":0, "name":"Sickening Radiance","school":"4th-level evocation","level":"4","casting_time":"1 action ","range":"120 feet","components":"V, S ","duration":"10 minutes","description":"

Dim, greenish light spreads within a 30-foot radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for a creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

","description_high":"","book":"xgte","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":""},{"id":-1,"name":"Skill Empowerment","school":"5th level Transmutation","level":"5","casting_time":"1 Action","range":"Touch","components":"V, S","duration":"1 Hour","description":"

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

","description_high":"","book":"XGtE 165","note":"","classes":"Bard,Sorcerer,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Snare","school":"1st level Abjuration","level":"1","casting_time":"1 Minute","range":"Touch","components":"S, M (25 feet of rope, which the spell consumes)","duration":"8 Hour","description":"

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.

","description_high":"","book":"XGtE 165","note":"","classes":"Druid,Ranger,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Soul Cage","school":"6th level Necromancy","level":"6","casting_time":"1 Reaction, which you take when a humanoid you can see within 60 feet of you dies","range":"60 Feet","components":"V, S, M (a tiny silver cage worth 100 gp)","duration":"8 Hour","description":"

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.

Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Borrow Experience. You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.

Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

","description_high":"","book":"XGtE 165","note":"","classes":"Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Steel Wind Strike","school":"5th level Conjuration","level":"5","casting_time":"1 Action","range":"30 Feet","components":"S, M (a melee weapon worth at least 1 sp)","duration":"Instantaneous","description":"

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

","description_high":"","book":"XGtE 166","note":"","classes":"Ranger,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Summon Greater Demon","school":"4th level Conjuration","level":"4","casting_time":"1 Action","range":"60 Feet","components":"V, S, M (a vial of blood from a humanoid killed within the past 24 hours)","duration":"1 Hour","description":"

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon's turns, it makes a Charisma saving throw, the demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summon demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

","description_high":"When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.","book":"XGtE 166","note":"","classes":"Warlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Summon Lesser Demon","school":"3rd level Conjuration","level":"3","casting_time":"1 Action","range":"60 Feet","components":"V, S, M (a vial of blood from a humanoid killed within the past 24 hours)","duration":"1 Hour","description":"

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.

d6Demons Summoned
1-2Two demons of challenge rating 1 or lower
3-4Four demons of challenge rating 1/2 or lower
5-6Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dreches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summon demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

","description_high":"When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast this using a spell slot of 8th or 9th level, you summon 3 times as many demons.","book":"XGtE 167","note":"","classes":"Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Synaptic Static","school":"5th level Enchantment","level":"5","casting_time":"1 Action","range":"120 Feet","components":"V, S","duration":"Instantaneous","description":"

You choose a point within range and cause psychic energy to explode their. Each creature in a 20-foot radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save or half as much on a successful save.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

","description_high":"","book":"XGtE 167","note":"","classes":"Bard,Sorcerer,Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Temple of the Gods","school":"7th level Conjuration","level":"7","casting_time":"1 Hour","range":"120 Feet","components":"V, S, M (a holy symbol worth at least 5 gp)","duration":"24 Hour","description":"

You cause a temple to shimmer into existence on the ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temple's appearance. The interior is encased by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple's interior is an open space with an idol or alter at one end. You decide whether the temple is illuminated or whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, and ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.

Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

The temple is made of opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has not effect on it. A disintegrate spell destroys the temple instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.

","description_high":"","book":"XGtE 167","note":"","classes":"Cleric","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Tenser's Transformation","school":"6th level Transmutation","level":"6","casting_time":"1 Action","range":"Self","components":"V, S, M (a few hairs from a bull)","duration":"10 Minute","description":"

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","description_high":"","book":"XGtE 168","note":"","classes":"Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Thunder Step","school":"3rd level Conjuration","level":"3","casting_time":"1 Action","range":"90 Feet","components":"V","duration":"Instantaneous","description":"

You teleport yourself ot an unoccupied space you can see within range. Immediately after you disappear, thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear, otherwise, the creature is left behind.

","description_high":"When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.","book":"XGtE 168","note":"","classes":"Sorcerer,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Tiny Servant","school":"3rd level Transmutation","level":"3","casting_time":"1 Minute","range":"Touch","components":"V, S","duration":"8 Hour","description":"

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. The statistics for the tiny servant are in Xanathar's Guide to Everything.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

","description_high":"When you cast this spell using a spell slot for 4th level or higher, you can animate two additional objects for each slot level above 3rd.","book":"XGtE 168","note":"","classes":"Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Toll the Dead","school":"Necromancy Cantrip","level":-1,"casting_time":"1 Action","range":"60 Feet","components":"V, S","duration":"Instantaneous","description":"

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

","description_high":"","book":"XGtE 169","note":"","classes":"Cleric,Warlock,Wizard","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Wall of Light","school":"5th level Evocation","level":"5","casting_time":"1 Action","range":"120 Feet","components":"V, S, M (a hand mirror)","duration":"10 Minute","description":"

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall's area takes 4d8 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.

","description_high":"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.","book":"XGtE 170","note":"","classes":"Sorcerer,Warlock,Wizard","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Word of Radiance","school":"Evocation Cantrip","level":-1,"casting_time":"1 Action","range":"5 Feet","components":"V, M (a holy symbol)","duration":"Instantaneous","description":"

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","description_high":"","book":"XGtE 171","note":"","classes":"Cleric","concentration":"false","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Wrath of Nature","school":"5th level Evocation","level":"5","casting_time":"1 Action","range":"120 Feet","components":"V, S","duration":"1 Minute","description":"

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rocks. As a bonus action on your turn, you can cause  a loose rock in the cube to launch itself at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 magical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

","description_high":"","book":"XGtE 171","note":"","classes":"Druid,Ranger","concentration":"true","ritual":"false","sound":"","is_edit":false},{"id":-1,"name":"Zephyr Strike","school":"1st level Transmutation","level":"1","casting_time":"1 Bonus action","range":"Self","components":"V","duration":"1 Minute","description":"

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","description_high":"","book":"XGtE 171","note":"","classes":"Ranger","concentration":"true","ritual":"false","sound":"","is_edit":false}]}]