├── .gitignore
├── about.md
├── _layouts
├── page.html
├── default.html
└── post.html
├── _data
├── classes.yml
├── schools.yml
└── levels.yml
├── _posts
├── 2014-08-24-jump.markdown
├── 2015-07-30-misty-step.markdown
├── 2014-08-24-spare-the-dying.markdown
├── 2014-08-24-divine-favor.markdown
├── 2014-12-31-lesser-restoration.markdown
├── 2014-08-24-blade-ward.markdown
├── 2015-01-02-protection-from-energy.markdown
├── 2015-07-30-greater-invisibility.markdown
├── 2014-08-24-purify-food-and-drink.markdown
├── 2015-01-07-darkvision.markdown
├── 2015-01-10-glibness.markdown
├── 2014-08-24-shield-of-faith.md
├── 2015-01-10-power-word-kill.markdown
├── 2014-08-24-expeditious-retreat.markdown
├── 2014-08-24-guidance.markdown
├── 2014-08-24-remove-curse.markdown
├── 2015-01-02-barkskin.markdown
├── 2014-08-24-resistance.md
├── 2014-08-24-inflict-wounds.md
├── 2015-07-30-see-invisibility.markdown
├── 2014-08-24-bless.markdown
├── 2015-01-01-aura-of-vitality.markdown
├── 2015-01-01-beacon-of-hope.markdown
├── 2015-07-30-stoneskin.markdown
├── 2015-07-30-water-breathing.markdown
├── 2015-01-02-revivify.markdown
├── 2015-01-06-tongues.markdown
├── 2015-08-31-skywrite.markdown
├── 2014-08-24-mage-armor.markdown
├── 2014-08-24-shield.markdown
├── 2014-08-24-true-strike.markdown
├── 2014-08-24-longstrider.markdown
├── 2014-12-31-silence.markdown
├── 2015-01-07-blur.markdown
├── 2015-01-10-power-word-heal.markdown
├── 2015-07-14-continual-flame.markdown
├── 2015-07-30-locate-animals-or-plants.markdown
├── 2015-01-01-create-food-and-water.markdown
├── 2015-07-30-spider-climb.markdown
├── 2015-12-07-sword-burst.markdown
├── 2014-08-24-heroism.markdown
├── 2014-08-24-sacred-flame.md
├── 2014-08-24-cure-wounds.markdown
├── 2014-08-24-false-life.markdown
├── 2015-01-01-crusaders-mantle.markdown
├── 2014-08-24-acid-splash.markdown
├── 2014-08-24-healing-word.md
├── 2014-08-24-poison-spray.markdown
├── 2014-08-24-fire-bolt.markdown
├── 2014-12-31-prayer-of-healing.markdown
├── 2015-01-10-mass-heal.markdown
├── 2014-08-24-ray-of-frost.markdown
├── 2015-07-30-protection-from-poison.markdown
├── 2015-01-10-mind-blank.markdown
├── 2015-07-30-transport-via-plants.markdown
├── 2014-08-24-thunderous-smite.markdown
├── 2015-07-30-magic-weapon.markdown
├── 2014-12-31-aid.md
├── 2015-01-02-nondetection.markdown
├── 2015-08-31-thunderclap.markdown
├── 2014-08-24-wrathful-smite.markdown
├── 2015-07-30-scorching-ray.markdown
├── 2014-08-24-goodberry.markdown
├── 2014-08-24-feather-fall.markdown
├── 2015-07-30-staggering-smite.markdown
├── 2015-07-30-true-seeing.markdown
├── 2015-11-13-earthbind.markdown
├── 2014-08-24-grease.markdown
├── 2015-01-01-mass-healing-word.markdown
├── 2015-01-10-power-word-stun.markdown
├── 2015-07-14-destructive-wave.markdown
├── 2015-11-22-wall-of-sand.markdown
├── 2015-11-19-primordial-ward.markdown
├── 2015-01-01-fly.markdown
├── 2014-08-24-mending.md
├── 2015-11-11-frostbite.markdown
├── 2015-01-01-aura-of-life.markdown
├── 2015-07-30-ray-of-enfeeblement.markdown
├── 2014-08-24-eldritch-blast.markdown
├── 2015-07-30-heal.markdown
├── 2015-11-19-maelstrom.markdown
├── 2015-12-07-lightning-lure.markdown
├── 2014-08-24-magic-missile.markdown
├── 2015-01-07-beast-sense.markdown
├── 2015-01-10-foresight.markdown
├── 2015-01-05-death-ward.markdown
├── 2014-08-24-shocking-grasp.md
├── 2014-08-24-vicious-mockery.markdown
├── 2015-11-20-abi-dalzims-horrid-wilting.markdown
├── 2014-08-24-shillelagh.markdown
├── 2015-01-01-aura-of-purity.markdown
├── 2014-08-24-ray-of-sickness.markdown
├── 2014-08-24-speak-with-animals.markdown
├── 2015-06-07-invisibility.markdown
├── 2015-07-30-pass-without-trace.markdown
├── 2014-08-24-detect-poison-and-disease.markdown
├── 2014-08-24-thorn-whip.markdown
├── 2015-11-19-aganazzars-scorcher.markdown
├── 2014-08-24-fog-cloud.markdown
├── 2014-08-24-comprehend-languages.markdown
├── 2015-01-11-finger-of-death.markdown
├── 2015-07-30-mass-cure-wounds.markdown
├── 2014-08-24-armor-of-agathys.markdown
├── 2014-08-24-guiding-bolt.md
├── 2015-01-01-cloud-of-daggers.markdown
├── 2015-01-01-conjure-barrage.markdown
├── 2014-08-24-detect-evil-and-good.markdown
├── 2015-01-01-blinding-smite.markdown
├── 2014-08-24-detect-magic.markdown
├── 2014-08-24-faerie-fire.markdown
├── 2014-08-24-hellish-rebuke.markdown
├── 2015-07-14-circle-of-death.markdown
├── 2015-07-30-gentle-repose.markdown
├── 2014-08-24-bane.markdown
├── 2014-08-24-chromatic-orb.markdown
├── 2014-08-24-sanctuary.md
├── 2015-07-14-cone-of-cold.markdown
├── 2015-08-31-earth-tremor.markdown
├── 2015-11-19-snillocs-snowball-swarm.markdown
├── 2015-07-30-harm.markdown
├── 2015-07-30-water-walk.markdown
├── 2015-01-11-regenerate.markdown
├── 2015-07-30-grasping-vine.markdown
├── 2014-12-31-blindnessdeafness.markdown
├── 2015-01-07-branding-smite.markdown
├── 2015-01-10-maze.markdown
├── 2015-07-14-antilife-shell.markdown
├── 2015-01-10-time-stop.markdown
├── 2015-07-30-greater-restoration.markdown
├── 2014-08-24-friends.markdown
├── 2014-08-24-light.markdown
├── 2015-11-19-tidal-wave.markdown
├── 2015-11-11-create-bonfire.markdown
├── 2015-07-14-flame-strike.markdown
├── 2015-01-01-haste.markdown
├── 2014-08-24-arms-of-hadar.markdown
├── 2015-07-30-passwall.markdown
├── 2014-08-24-entangle.markdown
├── 2015-07-30-vampiric-touch.markdown
├── 2015-11-12-ice-knife.markdown
├── 2014-08-24-message.markdown
├── 2015-01-10-meteor-swarm.markdown
├── 2015-07-14-enthrall.markdown
├── 2015-07-14-freedom-of-movement.markdown
├── 2015-07-30-rarys-telepathic-bond.markdown
├── 2015-07-14-circle-of-power.markdown
├── 2015-07-14-conjure-volley.markdown
├── 2014-08-24-burning-hands.markdown
├── 2014-08-24-chill-touch.markdown
├── 2014-08-24-identify.markdown
├── 2015-01-01-arcane-eye.markdown
├── 2014-08-24-animal-friendship.markdown
├── 2015-01-01-elemental-weapon.markdown
├── 2015-01-11-mordenkainens-sword.markdown
├── 2015-01-02-sending.markdown
├── 2015-07-30-guardian-of-faith.markdown
├── 2014-12-31-hold-person.md
├── 2015-01-01-dispel-magic.markdown
├── 2015-01-01-daylight.markdown
├── 2015-11-11-magic-stone.markdown
├── 2015-11-12-beast-bond.markdown
├── 2015-11-19-flame-arrows.markdown
├── 2015-01-10-weird.markdown
├── 2015-01-11-fire-storm.markdown
├── 2015-07-30-stone-shape.markdown
├── 2015-11-12-absorb-elements.markdown
├── 2015-07-30-lightning-bolt.markdown
├── 2015-11-20-vitriolic-sphere.markdown
├── 2014-08-24-mage-hand.markdown
├── 2015-07-30-hold-monster.markdown
├── 2015-07-30-melfs-acid-arrow.markdown
├── 2014-08-24-dancing-lights.markdown
├── 2014-08-24-hail-of-thorns.markdown
├── 2015-08-31-warding-wind.markdown
├── 2015-07-30-word-of-recall.markdown
├── 2015-07-30-phantasmal-killer.markdown
├── 2015-07-30-spike-growth.markdown
├── 2015-07-14-fire-shield.markdown
├── 2015-07-30-ottos-irresistible-dance.markdown
├── 2015-08-31-pyrotechnics.markdown
├── 2015-07-30-ice-storm.markdown
├── 2014-12-31-warding-bond.md
├── 2015-11-11-gust.markdown
├── 2015-01-01-fear.markdown
├── 2015-01-01-hypnotic-pattern.markdown
├── 2015-07-14-flame-blade.markdown
├── 2015-07-30-mislead.markdown
├── 2014-08-24-protection-from-evil-and-good.markdown
├── 2015-01-01-fireball.markdown
├── 2014-08-24-produce-flame.markdown
├── 2015-01-10-telepathy.markdown
├── 2015-07-30-swift-quiver.markdown
├── 2014-08-24-alarm.markdown
├── 2014-08-24-tashas-hideous-laughter.md
├── 2015-01-01-counterspell.markdown
├── 2015-01-02-arcane-lock.markdown
├── 2015-01-10-sunburst.markdown
├── 2015-01-01-feign-death.markdown
├── 2015-07-14-blade-barrier.markdown
├── 2015-07-30-zone-of-truth.markdown
├── 2015-11-19-erupting-earth.markdown
├── 2015-07-30-heroes-feast.markdown
├── 2015-11-20-immolation.markdown
├── 2014-08-24-charm-person.markdown
├── 2015-12-07-booming-blade.markdown
├── 2014-08-24-thunderwave.markdown
├── 2015-07-30-shatter.markdown
├── 2014-08-24-dissonant-whispers.markdown
├── 2015-07-14-banishing-smite.markdown
├── 2015-01-10-holy-aura.markdown
├── 2015-07-30-locate-object.markdown
├── 2014-08-24-create-or-destroy-water.markdown
├── 2015-07-30-knock.markdown
├── 2014-08-24-druidcraft.markdown
├── 2015-01-02-phantom-steed.markdown
├── 2015-07-30-sunbeam.markdown
├── 2014-08-24-hunters-mark.markdown
├── 2015-01-02-sleet-storm.markdown
├── 2015-11-19-elemental-bane.markdown
├── 2015-01-10-incendiary-cloud.markdown
├── 2015-01-10-true-resurrection.markdown
├── 2015-01-07-darkness.markdown
├── 2015-07-14-find-traps.markdown
├── 2015-11-19-catapult.markdown
├── 2015-12-07-green-flame-blade.markdown
├── 2015-07-14-chain-lightning.markdown
├── 2015-07-30-tree-stride.markdown
├── 2015-11-19-investiture-of-flame.markdown
├── 2015-01-02-plant-growth.markdown
├── 2015-07-30-globe-of-invulnerability.markdown
└── 2014-08-24-witch-bolt.markdown
├── _config.yml
├── Rakefile
└── _plugins
└── tag_gen.rb
/.gitignore:
--------------------------------------------------------------------------------
1 | .DS_Store
2 | _site/
3 | _drafts/
4 | grimoire.sublime*
5 | .sass-cache/
--------------------------------------------------------------------------------
/about.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: page
3 | title: About
4 | permalink: /about/
5 | ---
6 |
7 | Nothing to see here for now!
8 |
--------------------------------------------------------------------------------
/_layouts/page.html:
--------------------------------------------------------------------------------
1 | ---
2 | layout: default
3 | ---
4 |
5 |
6 |
9 |
10 |
11 | {{ content }}
12 |
13 |
14 |
15 |
--------------------------------------------------------------------------------
/_data/classes.yml:
--------------------------------------------------------------------------------
1 | - name: Bard
2 | tag: bard
3 | - name: Cleric
4 | tag: cleric
5 | - name: Druid
6 | tag: druid
7 | - name: Paladin
8 | tag: paladin
9 | - name: Ranger
10 | tag: ranger
11 | - name: Sorcerer
12 | tag: sorcerer
13 | - name: Warlock
14 | tag: warlock
15 | - name: Wizard
16 | tag: wizard
--------------------------------------------------------------------------------
/_layouts/default.html:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | {% include head.html %}
5 |
6 |
7 |
8 | {% include header.html %}
9 |
10 |
11 |
12 | {{ content }}
13 |
14 |
15 |
16 | {% include footer.html %}
17 |
18 |
19 |
20 |
21 |
--------------------------------------------------------------------------------
/_data/schools.yml:
--------------------------------------------------------------------------------
1 | - name: Abjuration
2 | tag: abjuration
3 | - name: Conjuration
4 | tag: conjuration
5 | - name: Divination
6 | tag: divination
7 | - name: Enchantment
8 | tag: enchantment
9 | - name: Evocation
10 | tag: evocation
11 | - name: Illusion
12 | tag: illusion
13 | - name: Necromancy
14 | tag: necromancy
15 | - name: Transmutation
16 | tag: transmutation
17 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-jump.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Jump"
4 | date: 2014-08-24
5 | source: PHB.254
6 | tags: [druid, ranger, sorcerer, wizard, level1, transmutation]
7 | ---
8 |
9 | **1st-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a grasshopper's hind leg)
16 |
17 | **Duration**: 1 minute
18 |
19 | You touch a creature. The creature's jump distance is tripled until the spell ends.
--------------------------------------------------------------------------------
/_posts/2015-07-30-misty-step.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Misty Step"
4 | date: 2015-07-30
5 | source: PHB.260
6 | tags: [sorcerer, warlock, wizard, level2, conjuration]
7 | ---
8 |
9 | **2nd-level conjuration**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-spare-the-dying.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Spare the Dying"
4 | date: 2014-08-24
5 | source: PHB.277
6 | tags: [cleric, cantrip, necromancy]
7 | ---
8 |
9 | **Necromancy cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-divine-favor.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Divine Favor"
4 | date: 2014-08-24
5 | source: PHB.234
6 | tags: [paladin, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
--------------------------------------------------------------------------------
/_posts/2014-12-31-lesser-restoration.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Lesser Restoration"
4 | date: 2014-12-31
5 | source: PHB.255
6 | tags: [bard, cleric, druid, paladin, ranger, level2, abjuration]
7 | ---
8 |
9 | **2nd-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-blade-ward.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Blade Ward"
4 | date: 2015-05-12
5 | source: PHB.218
6 | tags: [bard, sorcerer, warlock, wizard, cantrip, abjuration]
7 | ---
8 |
9 | **Abjuration cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 Round
18 |
19 | You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
20 |
--------------------------------------------------------------------------------
/_posts/2015-01-02-protection-from-energy.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Protection from Energy"
4 | date: 2015-01-02
5 | source: PHB.270
6 | tags: [cleric, druid, ranger, sorcerer, wizard, level3, abjuration]
7 | ---
8 |
9 | **3rd-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
20 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-greater-invisibility.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Greater Invisibility"
4 | date: 2015-07-30
5 | source: PHB.246
6 | tags: [sorcerer, wizard, bard, level4, illusion]
7 | ---
8 |
9 | **4th-level illusion**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-purify-food-and-drink.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Purify Food and Drink"
4 | date: 2014-08-24
5 | source: PHB.270
6 | tags: [cleric, druid, paladin, level1, transmutation]
7 | ---
8 |
9 | **1st-level transmutation (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 10 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
20 |
--------------------------------------------------------------------------------
/_posts/2015-01-07-darkvision.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Darkvision"
4 | date: 2015-01-07
5 | source: PHB.230
6 | tags: [druid, ranger, sorcerer, wizard, level2, transmutation]
7 | ---
8 |
9 | **2nd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (either a pinch of dried carrot or an agate)
16 |
17 | **Duration**: 8 hours
18 |
19 | You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
20 |
--------------------------------------------------------------------------------
/_posts/2015-01-10-glibness.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Glibness"
4 | date: 2015-01-10
5 | source: PHB.245
6 | tags: [bard, warlock, level8, transmutation]
7 | ---
8 |
9 | **8th-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: 1 hour
18 |
19 | Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-shield-of-faith.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Shield of Faith"
4 | date: 2014-08-24
5 | source: PHB.275
6 | tags: [cleric, paladin, level1, abjuration]
7 |
8 | =======
9 |
10 | **1st-level abjuration**
11 |
12 | **Casting Time**: 1 bonus action
13 |
14 | **Range**: 60 feet
15 |
16 | **Components**: V, S, M (a small parchment with a bit of holy text written on it)
17 |
18 | **Duration**: Concentration, up to 10 minutes
19 |
20 | A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
21 |
--------------------------------------------------------------------------------
/_posts/2015-01-10-power-word-kill.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Power Word Kill"
4 | date: 2015-01-10
5 | source: PHB.266
6 | tags: [bard, sorcerer, warlock, wizard, level9, enchantment]
7 | ---
8 |
9 | **9th-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-expeditious-retreat.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Expeditious Retreat"
4 | date: 2014-08-24
5 | source: PHB.238
6 | tags: [sorcerer, warlock, wizard, level1, transmutation]
7 | ---
8 |
9 | **1st-level transmutation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
--------------------------------------------------------------------------------
/_posts/2014-08-24-guidance.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Guidance"
4 | date: 2014-08-24
5 | source: PHB.248
6 | tags: [cleric, druid, cantrip, divination]
7 | ---
8 |
9 | **Divination cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
--------------------------------------------------------------------------------
/_posts/2014-08-24-remove-curse.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Remove Curse"
4 | date: 2014-08-24
5 | source: PHB.271
6 | tags: [cleric, paladin, warlock, wizard, level3, abjuration]
7 | ---
8 |
9 | **3rd-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | At your touch, all curses affecting one creature or object end. If the object is a cursed magical item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
--------------------------------------------------------------------------------
/_posts/2015-01-02-barkskin.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Barkskin"
4 | date: 2015-01-02
5 | source: PHB.217
6 | tags: [druid, ranger, level2, transmutation]
7 | ---
8 |
9 | **2nd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a handful of oak bark)
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
20 |
--------------------------------------------------------------------------------
/_data/levels.yml:
--------------------------------------------------------------------------------
1 | - tag: cantrip
2 | name: Cantrip
3 | title: Cantrips
4 | - tag: level1
5 | name: Level 1
6 | title: Level 1
7 | - tag: level2
8 | name: Level 2
9 | title: Level 2
10 | - tag: level3
11 | name: Level 3
12 | title: Level 3
13 | - tag: level4
14 | name: Level 4
15 | title: Level 4
16 | - tag: level5
17 | name: Level 5
18 | title: Level 5
19 | - tag: level6
20 | name: Level 6
21 | title: Level 6
22 | - tag: level7
23 | name: Level 7
24 | title: Level 7
25 | - tag: level8
26 | name: Level 8
27 | title: Level 8
28 | - tag: level9
29 | name: Level 9
30 | title: Level 9
--------------------------------------------------------------------------------
/_posts/2014-08-24-resistance.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Resistance"
4 | date: 2014-08-24
5 | source: PHB.272
6 | tags: [cleric, druid, cantrip, abjuration]
7 | ---
8 |
9 | **Abjuration cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a miniature cloak)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
--------------------------------------------------------------------------------
/_posts/2014-08-24-inflict-wounds.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Inflict Wounds"
4 | date: 2014-08-24
5 | source: PHB.253
6 | tags: [cleric, level1, necromancy]
7 | ---
8 |
9 | **1st-level necromancy**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2015-07-30-see-invisibility.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "See Invisibility"
4 | date: 2015-07-30
5 | source: PHB.274
6 | tags: [bard, sorcerer, wizard, level2, divination]
7 | ---
8 |
9 | **2nd-level divination**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (a pinch of tale and a small sprinkling of powdered silver)
16 |
17 | **Duration**: 1 hour
18 |
19 | For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-bless.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Bless"
4 | date: 2014-08-24
5 | source: PHB.219
6 | tags: [cleric, paladin, level1, enchantment]
7 | ---
8 |
9 | **1st-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a sprinkling of holy water)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
--------------------------------------------------------------------------------
/_posts/2015-01-01-aura-of-vitality.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Aura Of Vitality"
4 | date: 2015-01-01
5 | source: PHB.216
6 | tags: [paladin, level3, evocation]
7 | ---
8 |
9 | **3rd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (30-foot radius)
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
20 |
--------------------------------------------------------------------------------
/_posts/2015-01-01-beacon-of-hope.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Beacon of Hope"
4 | date: 2015-01-01
5 | source: PHB.217
6 | tags: [cleric, level3, abjuration]
7 | ---
8 |
9 | **3rd-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
20 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-stoneskin.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Stoneskin"
4 | date: 2015-07-30
5 | source: PHB.278
6 | tags: [druid, sorcerer, ranger, wizard, level4, abjuration]
7 | ---
8 |
9 | **4th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (diamond dust worth 100 gp, which the spell consumes)
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
20 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-water-breathing.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Water Breathing"
4 | date: 2015-07-30
5 | source: PHB.287
6 | tags: [druid, ranger, sorcerer, wizard, level3, transmutation]
7 | ---
8 |
9 | **3rd-level transmutation (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a short reed or piece of straw)
16 |
17 | **Duration**: 24 hours
18 |
19 | This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
20 |
--------------------------------------------------------------------------------
/_posts/2015-01-02-revivify.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Revivify"
4 | date: 2015-01-02
5 | source: PHB.272
6 | tags: [cleric, paladin, level3, conjuration]
7 | ---
8 |
9 | **3rd-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (diamonds worth 300 gp, which the spell consumes)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
20 |
--------------------------------------------------------------------------------
/_posts/2015-01-06-tongues.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Tongues"
4 | date: 2015-01-02
5 | source: PHB.283
6 | tags: [bard, cleric, sorcerer, warlock, wizard, level3, divination]
7 | ---
8 |
9 | **3rd-level divination**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, M (a small clay model of a ziggurat)
16 |
17 | **Duration**: 1 hour
18 |
19 | This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
20 |
--------------------------------------------------------------------------------
/_posts/2015-08-31-skywrite.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Skywrite"
4 | date: 2015-08-31
5 | source: EE.22
6 | tags: [bard, druid, wizard, level2, transmutation]
7 | ---
8 |
9 | **2nd-level transmutation (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Sight
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early
--------------------------------------------------------------------------------
/_posts/2014-08-24-mage-armor.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Mage Armor"
4 | date: 2014-08-24
5 | source: PHB.256
6 | tags: [sorcerer, wizard, level1, abjuration]
7 | ---
8 |
9 | **1st-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a piece of cured leather)
16 |
17 | **Duration**: 8 hours
18 |
19 | You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
--------------------------------------------------------------------------------
/_posts/2014-08-24-shield.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Shield"
4 | date: 2014-08-24
5 | source: PHB.275
6 | tags: [sorcerer, wizard, level1, abjuration]
7 | ---
8 |
9 | **1st-level abjuration**
10 |
11 | **Casting Time**: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 round
18 |
19 | An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
--------------------------------------------------------------------------------
/_posts/2014-08-24-true-strike.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "True Strike"
4 | date: 2014-08-24
5 | source: PHB.284
6 | tags: [bard, sorcerer, warlock, wizard, cantrip, divination]
7 | ---
8 |
9 | **Divination cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: S
16 |
17 | **Duration**: Concentration, up to 1 round
18 |
19 | You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
--------------------------------------------------------------------------------
/_posts/2014-08-24-longstrider.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Longstrider"
4 | date: 2014-08-24
5 | source: PHB.256
6 | tags: [bard, druid, ranger, wizard, level1, transmutation]
7 | ---
8 |
9 | **1st-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a pinch of dirt)
16 |
17 | **Duration**: 1 hour
18 |
19 | You touch a creature. The target's speed increases by 10 feet until the spell ends.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.
--------------------------------------------------------------------------------
/_posts/2014-12-31-silence.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Silence"
4 | date: 2014-12-31
5 | source: PHB.275
6 | tags: [bard, cleric, ranger, level2, illusion]
7 | ---
8 |
9 | **2nd-level illusion (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
--------------------------------------------------------------------------------
/_posts/2015-01-07-blur.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Blur"
4 | date: 2015-01-07
5 | source: PHB.219
6 | tags: [sorcerer, wizard, level2, illusion]
7 | ---
8 |
9 | **2nd-level illusion**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
20 |
--------------------------------------------------------------------------------
/_posts/2015-01-10-power-word-heal.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Power Word Heal"
4 | date: 2015-01-10
5 | source: PHB.266
6 | tags: [bard, level9, evocation]
7 | ---
8 |
9 | **9th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
20 |
--------------------------------------------------------------------------------
/_posts/2015-07-14-continual-flame.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Continual Flame"
4 | date: 2015-07-14
5 | source: PHB.227
6 | tags: [cleric, wizard, level2, evocation]
7 | ---
8 |
9 | **2nd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (ruby dust worth 50 gp, which the spell consumes)
16 |
17 | **Duration**: Until dispelled
18 |
19 | A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A *continual flame* can be covered or hidden but not smothered or quenched.
--------------------------------------------------------------------------------
/_posts/2015-07-30-locate-animals-or-plants.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Locate Animals or Plants"
4 | date: 2015-07-30
5 | source: PHB.256
6 | tags: [bard, druid, ranger, level2, divination]
7 | ---
8 |
9 | **2nd-level divination (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (a bit of fur from a bloodhound)
16 |
17 | **Duration**: Instantaneous
18 |
19 | Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
20 |
--------------------------------------------------------------------------------
/_layouts/post.html:
--------------------------------------------------------------------------------
1 | ---
2 | layout: default
3 | ---
4 |
5 |
6 |
20 |
21 |
22 | {{ content }}
23 |
24 |
25 |
26 |
--------------------------------------------------------------------------------
/_posts/2015-01-01-create-food-and-water.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Create Food and Water"
4 | date: 2015-01-01
5 | source: PHB.229
6 | tags: [cleric, paladin, level3, conjuration]
7 | ---
8 |
9 | **3rd-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
20 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-spider-climb.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Spider Climb"
4 | date: 2015-07-30
5 | source: PHB.277
6 | tags: [sorcerer, warlock, wizard, level2, transmutation]
7 | ---
8 |
9 | **2nd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a drop of bitumen and a spider)
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
20 |
--------------------------------------------------------------------------------
/_posts/2015-12-07-sword-burst.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Sword Burst"
4 | date: 2015-12-07
5 | source: SCAG.143
6 | tags: [sorcerer, warlock, wizard, cantrip, conjuration]
7 | ---
8 |
9 | **Conjuration cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 5 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
20 |
21 | This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
22 |
--------------------------------------------------------------------------------
/_config.yml:
--------------------------------------------------------------------------------
1 | # Site settings
2 | title: "Grimoire"
3 | author: "Saph"
4 | description:
5 | "A searchable D&D 5e spell list, sorted by class and level."
6 | baseurl: "/grimoire" # the subpath of your site, e.g. /blog/
7 | url: "http://ephe.github.io" # the base hostname & protocol for your site
8 | source-url: "https://github.com/ephe/grimoire/"
9 | permalink: "/:categories/:title"
10 | exclude: ['Gemfile', 'Gemfile.lock', 'Rakefile', 'README.md']
11 |
12 | # Build settings
13 | markdown: kramdown
14 | highlighter: pygments
15 |
16 | # Site defaults
17 | defaults:
18 | -
19 | scope:
20 | path: ""
21 | type: "posts"
22 | values:
23 | category: "spells"
--------------------------------------------------------------------------------
/_posts/2014-08-24-heroism.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Heroism"
4 | date: 2014-08-24
5 | source: PHB.250
6 | tags: [bard, paladin, level1, enchantment]
7 | ---
8 |
9 | **1st-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
--------------------------------------------------------------------------------
/_posts/2014-08-24-sacred-flame.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Sacred Flame"
4 | date: 2014-08-24
5 | source: PHB.272
6 | tags: [cleric, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
20 |
21 | The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-cure-wounds.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Cure Wounds"
4 | date: 2014-08-24
5 | source: PHB.230
6 | tags: [bard, cleric, druid, paladin, ranger, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2014-08-24-false-life.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "False Life"
4 | date: 2014-08-24
5 | source: PHB.239
6 | tags: [sorcerer, wizard, level1, necromancy]
7 | ---
8 |
9 | **1st-level necromancy**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (a small amount of alcohol or distilled spirits)
16 |
17 | **Duration**: 1 hour
18 |
19 | Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2015-01-01-crusaders-mantle.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Crusader's Mantle"
4 | date: 2015-01-01
5 | source: PHB.230
6 | tags: [paladin, level3, evocation]
7 | ---
8 |
9 | **3rd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-acid-splash.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Acid Splash"
4 | date: 2014-08-24
5 | source: PHB.211
6 | tags: [sorcerer, wizard, cantrip, conjuration]
7 | ---
8 |
9 | **Conjuration cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
20 |
21 | This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
--------------------------------------------------------------------------------
/_posts/2014-08-24-healing-word.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Healing Word"
4 | date: 2014-08-24
5 | source: PHB.250
6 | tags: [bard, cleric, druid, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2014-08-24-poison-spray.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Poison Spray"
4 | date: 2014-08-24
5 | source: PHB.266
6 | tags: [druid, sorcerer, warlock, wizard, cantrip, conjuration]
7 | ---
8 |
9 | **Conjuration cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 10 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
20 |
21 | This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
--------------------------------------------------------------------------------
/_posts/2014-08-24-fire-bolt.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Fire Bolt"
4 | date: 2015-01-07
5 | source: PHB.241
6 | tags: [sorcerer, wizard, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
20 |
--------------------------------------------------------------------------------
/_posts/2014-12-31-prayer-of-healing.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Prayer of Healing"
4 | date: 2014-12-31
5 | source: PHB.267
6 | tags: [cleric, level2, evocation]
7 | ---
8 |
9 | **2nd-level evocation**
10 |
11 | **Casting Time**: 10 minutes
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
--------------------------------------------------------------------------------
/_posts/2015-01-10-mass-heal.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Mass Heal"
4 | date: 2015-01-10
5 | source: PHB.258
6 | tags: [cleric, level9, conjuration]
7 | ---
8 |
9 | **9th-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-ray-of-frost.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Ray of Frost"
4 | date: 2014-08-24
5 | source: PHB.271
6 | tags: [sorcerer, wizard, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
20 |
21 | The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-protection-from-poison.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Protection from Poison"
4 | date: 2015-07-30
5 | source: PHB.270
6 | tags: [cleric, ranger, paladin, druid, level2, abjuration]
7 | ---
8 |
9 | **2nd-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 hour
18 |
19 | You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
20 |
--------------------------------------------------------------------------------
/_posts/2015-01-10-mind-blank.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Mind Blank"
4 | date: 2015-01-10
5 | source: PHB.259
6 | tags: [bard, wizard, level8, abjuration]
7 | ---
8 |
9 | **8th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 24 hours
18 |
19 | Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils _[wish](wish "wish (lvl 9)")_ spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
20 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-transport-via-plants.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Transport via Plants"
4 | date: 2015-07-30
5 | source: PHB.283
6 | tags: [druid, level6, conjuration]
7 | ---
8 |
9 | **6th-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 10 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 round
18 |
19 | This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-thunderous-smite.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Thunderous Smite"
4 | date: 2014-08-24
5 | source: PHB.282
6 | tags: [paladin, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
--------------------------------------------------------------------------------
/_posts/2015-07-30-magic-weapon.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Magic Weapon"
4 | date: 2015-07-30
5 | source: PHB.257
6 | tags: [paladin, wizard, level2, transmutation]
7 | ---
8 |
9 | **2nd-level transmutation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
22 |
--------------------------------------------------------------------------------
/_posts/2014-12-31-aid.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Aid"
4 | date: 2014-12-31
5 | source: PHB.211
6 | tags: [cleric, paladin, level2, abjuration]
7 | ---
8 |
9 | **2nd-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a tiny strip of white cloth)
16 |
17 | **Duration**: 8 hours
18 |
19 | Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
--------------------------------------------------------------------------------
/_posts/2015-01-02-nondetection.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Nondetection"
4 | date: 2015-01-02
5 | source: PHB.263
6 | tags: [bard, cleric, ranger, level3, abjuration]
7 | ---
8 |
9 | **3rd-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
16 |
17 | **Duration**: 8 hours
18 |
19 | For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
20 |
--------------------------------------------------------------------------------
/_posts/2015-08-31-thunderclap.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Thunderclap"
4 | date: 2015-08-31
5 | source: EE.22
6 | tags: [bard, druid, sorcerer, warlock, wizard, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (5-foot radius)
14 |
15 | **Components**: S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
20 |
21 | The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-wrathful-smite.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Wrathful Smite"
4 | date: 2014-08-24
5 | source: PHB.289
6 | tags: [paladin, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
--------------------------------------------------------------------------------
/_posts/2015-07-30-scorching-ray.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Scorching Ray"
4 | date: 2015-07-30
5 | source: PHB.273
6 | tags: [sorcerer, wizard, level2, evocation]
7 | ---
8 |
9 | **2nd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
20 |
21 | Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
22 |
23 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
24 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-goodberry.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Goodberry"
4 | date: 2014-08-24
5 | source: PHB.246
6 | tags: [druid, ranger, level1, transmutation]
7 | ---
8 |
9 | **1st-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a sprig of mistletoe)
16 |
17 | **Duration**: Instantaneous
18 |
19 | Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for a day.
20 |
21 | The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
--------------------------------------------------------------------------------
/_posts/2014-08-24-feather-fall.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Feather Fall"
4 | date: 2014-08-24
5 | source: PHB.239
6 | tags: [bard, sorcerer, wizard, level1, transmutation]
7 | ---
8 |
9 | **1st-level transmutation**
10 |
11 | **Casting Time**: 1 reaction, which you take when you or a creature within 60 feet of you falls
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, M (a small feather or a piece of down)
16 |
17 | **Duration**: 1 minute
18 |
19 | Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
--------------------------------------------------------------------------------
/_posts/2015-07-30-staggering-smite.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Staggering Smite"
4 | date: 2015-07-30
5 | source: PHB.278
6 | tags: [paladin, level4, evocation]
7 | ---
8 |
9 | **4th-level evocation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.
20 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-true-seeing.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "True Seeing"
4 | date: 2015-07-30
5 | source: PHB.284
6 | tags: [bard, cleric, sorcerer, warlock, wizard, level6, divination]
7 | ---
8 |
9 | **6th-level divination**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (an ointment for the eyes that costs 25 gp, is made from mushroom powder, saffron, and fat, and is consumed by the spell)
16 |
17 | **Duration**: 1 hour
18 |
19 | This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
20 |
--------------------------------------------------------------------------------
/_posts/2015-11-13-earthbind.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Earthbind"
4 | date: 2015-11-13
5 | source: EE.17
6 | tags: [druid, sorcerer, warlock, wizard, level2, transmutation]
7 | ---
8 |
9 | **2nd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 300 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-grease.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Grease"
4 | date: 2014-08-24
5 | source: PHB.246
6 | tags: [wizard, level1, conjuration]
7 | ---
8 |
9 | **1st-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S, M (a bit of pork rind or butter)
16 |
17 | **Duration**: 1 minute
18 |
19 | Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
20 |
21 | When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
--------------------------------------------------------------------------------
/_posts/2015-01-01-mass-healing-word.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Mass Healing Word"
4 | date: 2015-01-01
5 | source: PHB.258
6 | tags: [cleric, level3, evocation]
7 | ---
8 |
9 | **3rd-level evocation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-10-power-word-stun.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Power Word Stun"
4 | date: 2015-01-10
5 | source: PHB.267
6 | tags: [bard, sorcerer, warlock, wizard, level8, enchantment]
7 | ---
8 |
9 | **8th-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
20 |
21 | The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-14-destructive-wave.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Destructive Wave"
4 | date: 2015-07-14
5 | source: PHB.231
6 | tags: [paladin, level5, evocation]
7 | ---
8 |
9 | **5th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (30-foot radius)
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
20 |
--------------------------------------------------------------------------------
/_posts/2015-11-22-wall-of-sand.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Wall of Sand"
4 | date: 2015-11-22
5 | source: EE.23
6 | tags: [wizard, level3, evocation]
7 | ---
8 |
9 | **3rd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 90 feet
14 |
15 | **Components**: V, S, M (a handful of sand)
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.
20 |
--------------------------------------------------------------------------------
/_posts/2015-11-19-primordial-ward.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Primordial Ward"
4 | date: 2015-11-19
5 | source: EE.21
6 | tags: [druid, level6, abjuration]
7 | ---
8 |
9 | **6th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.
20 |
21 | When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-01-fly.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Fly"
4 | date: 2015-01-01
5 | source: PHB.243
6 | tags: [sorcerer, warlock, wizard, level3, transmutation]
7 | ---
8 |
9 | **3rd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a wing feather from any bird)
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-mending.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Mending"
4 | date: 2014-08-24
5 | source: PHB.259
6 | tags: [bard, cleric, druid, sorcerer, wizard, cantrip, transmutation]
7 | ---
8 |
9 | **Transmutation cantrip**
10 |
11 | **Casting Time**: 1 minute
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (two lodestones)
16 |
17 | **Duration**: Instantaneous
18 |
19 | This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
20 |
21 | This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
22 |
--------------------------------------------------------------------------------
/_posts/2015-11-11-frostbite.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Frostbite"
4 | date: 2015-11-11
5 | source: EE.18
6 | tags: [druid, sorcerer, warlock, wizard, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
20 |
21 | The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-01-aura-of-life.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Aura of Life"
4 | date: 2015-01-01
5 | source: PHB.216
6 | tags: [paladin, level4, abjuration]
7 | ---
8 |
9 | **4th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (30-foot radius)
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
20 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-ray-of-enfeeblement.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Ray of Enfeeblement"
4 | date: 2015-07-30
5 | source: PHB.271
6 | tags: [warlock, wizard, level2, necromancy]
7 | ---
8 |
9 | **2nd-level necromancy**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
20 |
21 | At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-eldritch-blast.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Eldritch Blast"
4 | date: 2014-08-24
5 | source: PHB.237
6 | tags: [warlock, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
20 |
21 | The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
--------------------------------------------------------------------------------
/_posts/2015-07-30-heal.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Heal"
4 | date: 2015-07-30
5 | source: PHB.250
6 | tags: [cleric, druid, level6, evocation]
7 | ---
8 |
9 | **6th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
22 |
--------------------------------------------------------------------------------
/_posts/2015-11-19-maelstrom.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Maelstrom"
4 | date: 2015-11-19
5 | source: EE.20
6 | tags: [druid, level5, evocation]
7 | ---
8 |
9 | **5th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S, M (paper or leaf in the shape of a funnel)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
20 |
--------------------------------------------------------------------------------
/_posts/2015-12-07-lightning-lure.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Lightning Lure"
4 | date: 2015-12-07
5 | source: SCAG.143
6 | tags: [sorcerer, warlock, wizard, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 15 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
20 |
21 | This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-magic-missile.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Magic Missile"
4 | date: 2014-08-24
5 | source: PHB.257
6 | tags: [sorcerer, wizard, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2015-01-07-beast-sense.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Beast Sense"
4 | date: 2015-01-07
5 | source: PHB.217
6 | tags: [druid, ranger, level2, divination]
7 | ---
8 |
9 | **2nd-level divination (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: S
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
20 |
21 | While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-10-foresight.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Foresight"
4 | date: 2015-01-10
5 | source: PHB.244
6 | tags: [bard, druid, warlock, wizard, level9, divination]
7 | ---
8 |
9 | **9th-level divination**
10 |
11 | **Casting Time**: 1 minute
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a hummingbird feather)
16 |
17 | **Duration**: 8 hours
18 |
19 | You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
20 |
21 | This spell immediately ends if you cast it again before its duration ends.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-05-death-ward.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Death Ward"
4 | date: 2015-01-05
5 | source: PHB.230
6 | tags: [cleric, paladin, level4, abjuration]
7 | ---
8 |
9 | **4th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 8 hours
18 |
19 | You touch a creature and grant it a measure of protection from death.
20 |
21 | The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
22 |
23 | If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
24 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-shocking-grasp.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Shocking Grasp"
4 | date: 2014-08-24
5 | source: PHB.275
6 | tags: [sorcerer, wizard, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
20 |
21 | The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
--------------------------------------------------------------------------------
/_posts/2014-08-24-vicious-mockery.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Vicious Mockery"
4 | date: 2014-08-24
5 | source: PHB.285
6 | tags: [bard, cantrip, enchantment]
7 | ---
8 |
9 | **Enchantment cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
20 |
21 | This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
--------------------------------------------------------------------------------
/_posts/2015-11-20-abi-dalzims-horrid-wilting.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Abi Dalzim's Horrid Wilting"
4 | date: 2015-11-20
5 | source: EE.15
6 | tags: [sorcerer, wizard, level8, necromancy]
7 | ---
8 |
9 | **8th-level necromancy**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S, M (a bit of sponge)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-shillelagh.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Shillelagh"
4 | date: 2014-08-24
5 | source: PHB.275
6 | tags: [druid, cantrip, transmutation]
7 | ---
8 |
9 | **Transmutation cantrip**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
16 |
17 | **Duration**: 1 minute
18 |
19 | The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
--------------------------------------------------------------------------------
/_posts/2015-01-01-aura-of-purity.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Aura of Purity"
4 | date: 2015-01-01
5 | source: PHB.216
6 | tags: [paladin, level4, abjuration]
7 | ---
8 |
9 | **4th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (30-foot radius)
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against affects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned and stunned.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-ray-of-sickness.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Ray of Sickness"
4 | date: 2014-08-24
5 | source: PHB.271
6 | tags: [sorcerer, wizard, level1, necromancy]
7 | ---
8 |
9 | **1st-level necromancy**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2014-08-24-speak-with-animals.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Speak with Animals"
4 | date: 2014-08-24
5 | source: PHB.277
6 | tags: [bard, druid, ranger, level1, divination]
7 | ---
8 |
9 | **1st-level divination (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 10 minutes
18 |
19 | You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
20 |
--------------------------------------------------------------------------------
/_posts/2015-06-07-invisibility.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Invisibility"
4 | date: 2015-06-07
5 | source: PHB.254
6 | tags: [bard, sorcerer, warlock, wizard, level2, illusion]
7 | ---
8 |
9 | **2nd-level illusion**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (an eyelash encased in gum arabic)
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-pass-without-trace.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Pass Without Trace"
4 | date: 2015-07-30
5 | source: PHB.264
6 | tags: [druid, ranger, level2, abjuration]
7 | ---
8 |
9 | **2nd-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-detect-poison-and-disease.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Detect Poison and Disease"
4 | date: 2014-08-24
5 | source: PHB.231
6 | tags: [cleric, druid, paladin, ranger, level1, divination]
7 | ---
8 |
9 | **1st-level divination (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (a yew leaf)
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
20 |
21 | The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-thorn-whip.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Thorn Whip"
4 | date: 2014-08-24
5 | source: PHB.282
6 | tags: [druid, cantrip, transmutation]
7 | ---
8 |
9 | **Transmutation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (the stem of a plant with thorns)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
20 |
21 | This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
--------------------------------------------------------------------------------
/_posts/2015-11-19-aganazzars-scorcher.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Aganazzar's Scorcher"
4 | date: 2015-11-19
5 | source: EE.15
6 | tags: [sorcerer, wizard, level2, evocation]
7 | ---
8 |
9 | **2nd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a red dragon's scale)
16 |
17 | **Duration**: Instantaneous
18 |
19 | A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-fog-cloud.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Fog Cloud"
4 | date: 2014-08-24
5 | source: PHB.243
6 | tags: [druid, ranger, sorcerer, wizard, level1, conjuration]
7 | ---
8 |
9 | **1st-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2014-08-24-comprehend-languages.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Comprehend Languages"
4 | date: 2014-08-24
5 | source: PHB.224
6 | tags: [bard, sorcerer, warlock, wizard, level1, divination]
7 | ---
8 |
9 | **1st-level divination (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (a pinch of soot and salt)
16 |
17 | **Duration**: 1 hour
18 |
19 | For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
20 |
21 | This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
--------------------------------------------------------------------------------
/_posts/2015-01-11-finger-of-death.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Finger of Death"
4 | date: 2015-01-11
5 | source: PHB.241
6 | tags: [sorcerer, warlock, wizard, level7, necromancy]
7 | ---
8 |
9 | **7th-level necromancy**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
20 |
21 | A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-mass-cure-wounds.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Mass Cure Wounds"
4 | date: 2015-07-30
5 | source: PHB.258
6 | tags: [bard, cleric, druid, level5, conjuration]
7 | ---
8 |
9 | **5th-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-armor-of-agathys.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Armor of Agathys"
4 | date: 2014-08-24
5 | source: PHB.215
6 | tags: [warlock, level1, abjuration]
7 | ---
8 |
9 | **1st-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (a cup of water)
16 |
17 | **Duration**: 1 hour
18 |
19 | A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2014-08-24-guiding-bolt.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Guiding Bolt"
4 | date: 2014-08-24
5 | source: PHB.248
6 | tags: [cleric, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 round
18 |
19 | A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2015-01-01-cloud-of-daggers.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Cloud of Daggers"
4 | date: 2015-01-01
5 | source: PHB.222
6 | tags: [bard, sorcerer, warlock, wizard, level2, conjuration]
7 | ---
8 |
9 | **2nd-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S, M (a sliver of glass)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-01-conjure-barrage.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Conjure Barrage"
4 | date: 2015-01-01
5 | source: PHB.225
6 | tags: [ranger, level3, conjuration]
7 | ---
8 |
9 | **3rd-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (60-foot cone)
14 |
15 | **Components**: V, S, M (one piece of ammunition or a thrown weapon)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-detect-evil-and-good.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Detect Evil and Good"
4 | date: 2014-08-24
5 | source: PHB.231
6 | tags: [cleric, paladin, level1, divination]
7 | ---
8 |
9 | **1st-level divination**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
20 |
21 | The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
--------------------------------------------------------------------------------
/_posts/2015-01-01-blinding-smite.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Blinding Smite"
4 | date: 2015-01-01
5 | source: PHB.219
6 | tags: [paladin, level3, evocation]
7 | ---
8 |
9 | **3rd-level evocation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.
20 |
21 | A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-detect-magic.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Detect Magic"
4 | date: 2014-08-24
5 | source: PHB.231
6 | tags: [bard, cleric, druid, paladin, ranger, sorcerer, wizard, level1, divination]
7 | ---
8 |
9 | **1st-level divination (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
20 |
21 | The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
--------------------------------------------------------------------------------
/_posts/2014-08-24-faerie-fire.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Faerie Fire"
4 | date: 2014-08-24
5 | source: PHB.239
6 | tags: [bard, druid, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
20 |
21 | Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
--------------------------------------------------------------------------------
/_posts/2014-08-24-hellish-rebuke.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Hellish Rebuke"
4 | date: 2014-08-24
5 | source: PHB.250
6 | tags: [warlock, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see.
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2015-07-14-circle-of-death.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Circle of Death"
4 | date: 2015-07-14
5 | source: PHB.221
6 | tags: [sorcerer, warlock, wizard, level6, necromancy]
7 | ---
8 |
9 | **6th-level necromancy**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
16 |
17 | **Duration**: Instantaneous
18 |
19 | A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
--------------------------------------------------------------------------------
/_posts/2015-07-30-gentle-repose.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Gentle Repose"
4 | date: 2015-07-30
5 | source: PHB.245
6 | tags: [cleric, wizard, level2, necromancy]
7 | ---
8 |
9 | **2nd-level necromancy (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
16 |
17 | **Duration**: 10 days
18 |
19 | You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
20 |
21 | The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as *[raise dead](raise-dead "raise dead (lvl 5)")*.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-bane.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Bane"
4 | date: 2014-08-24
5 | source: PHB.216
6 | tags: [bard, cleric, level1, enchantment]
7 | ---
8 |
9 | **1st-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a drop of blood)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2014-08-24-chromatic-orb.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Chromatic Orb"
4 | date: 2014-08-24
5 | source: PHB.221
6 | tags: [sorcerer, wizard, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 90 feet
14 |
15 | **Components**: V, S, M (a diamond worth at least 50gp)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 of the type you chose.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2014-08-24-sanctuary.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Sanctuary"
4 | date: 2014-08-24
5 | source: PHB.272
6 | tags: [cleric, level1, abjuration]
7 | ---
8 |
9 | **1st-level abjuration**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a small silver mirror)
16 |
17 | **Duration**: 1 minute
18 |
19 | You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
20 |
21 | If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
--------------------------------------------------------------------------------
/_posts/2015-07-14-cone-of-cold.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Cone of Cold"
4 | date: 2015-07-14
5 | source: PHB.224
6 | tags: [sorcerer, wizard, level5, evocation]
7 | ---
8 |
9 | **5th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (60-foot cone)
14 |
15 | **Components**: V, S, M (a small crystal or a glass cone)
16 |
17 | **Duration**: Instantaneous
18 |
19 | A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
20 |
21 | A creature killed by this spell becomes a frozen statue until it thaws.
22 |
23 | **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
--------------------------------------------------------------------------------
/_posts/2015-08-31-earth-tremor.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Earth Tremor"
4 | date: 2015-08-31
5 | source: EE.17
6 | tags: [bard, druid, sorcerer, wizard, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (10-foot radius)
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
22 |
--------------------------------------------------------------------------------
/_posts/2015-11-19-snillocs-snowball-swarm.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Snilloc's Snowball Swarm"
4 | date: 2015-11-19
5 | source: EE.22
6 | tags: [sorcerer, wizard, level2, evocation]
7 | ---
8 |
9 | **2nd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 90 feet
14 |
15 | **Components**: V, S, M (a piece of ice or a small white rock chip)
16 |
17 | **Duration**: Instantaneous
18 |
19 | A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-harm.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Harm"
4 | date: 2015-07-30
5 | source: PHB.249
6 | tags: [cleric, level6, necromancy]
7 | ---
8 |
9 | **6th-level necromancy**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
20 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-water-walk.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Water Walk"
4 | date: 2015-07-30
5 | source: PHB.287
6 | tags: [cleric, druid, ranger, sorcerer, level2, transmutation]
7 | ---
8 |
9 | **3rd-level transmutation (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a piece of cork)
16 |
17 | **Duration**: 1 hour
18 |
19 | 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 you can see within range gain this ability for the duration.
20 |
21 | If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-11-regenerate.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Regenerate"
4 | date: 2015-01-11
5 | source: PHB.271
6 | tags: [bard, cleric, druid, level7, transmutation]
7 | ---
8 |
9 | **7th-level transmutation**
10 |
11 | **Casting Time**: 1 minute
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a prayer wheel and holy water)
16 |
17 | **Duration**: 1 hour
18 |
19 | You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
20 |
21 | The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-grasping-vine.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Grasping Vine"
4 | date: 2015-07-30
5 | source: PHB.246
6 | tags: [ranger, druid, level4, conjuration]
7 | ---
8 |
9 | **4th-level conjuration**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
20 |
21 | Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
22 |
--------------------------------------------------------------------------------
/_posts/2014-12-31-blindnessdeafness.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Blindness/Deafness"
4 | date: 2014-12-31
5 | source: PHB.219
6 | tags: [bard, cleric, sorcerer, wizard, level2, necromancy]
7 | ---
8 |
9 | **2nd-level necromancy**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: 1 minute
18 |
19 | You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-07-branding-smite.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Branding Smite"
4 | date: 2015-01-07
5 | source: PHB.219
6 | tags: [paladin, level2, evocation]
7 | ---
8 |
9 | **2nd-level evocation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-10-maze.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Maze"
4 | date: 2015-01-10
5 | source: PHB.258
6 | tags: [wizard, level8, conjuration]
7 | ---
8 |
9 | **8th-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
20 |
21 | The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).
22 |
23 | When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
24 |
--------------------------------------------------------------------------------
/_posts/2015-07-14-antilife-shell.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Antilife Shell"
4 | date: 2015-07-14
5 | source: PHB.213
6 | tags: [druid, level5, abjuration]
7 | ---
8 |
9 | **5th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (10-foot radius)
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
20 |
21 | The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
22 |
23 | If you move so that an affected creature is forced to pass through the barrier, the spell ends.
--------------------------------------------------------------------------------
/_posts/2015-01-10-time-stop.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Time Stop"
4 | date: 2015-01-10
5 | source: PHB.283
6 | tags: [sorcerer, wizard, level9, transmutation]
7 | ---
8 |
9 | **9th-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
20 |
21 | This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet form the location where you cast it.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-greater-restoration.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Greater Restoration"
4 | date: 2015-07-30
5 | source: PHB.246
6 | tags: [cleric, druid, bard, level5, abjuration]
7 | ---
8 |
9 | **5th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
20 |
21 | * One effect that charmed or petrified the target
22 | * One curse, including the target's attunement to a cursed magic item
23 | * Any reduction to one of the target's ability scores
24 | * One effect reducing the target's hit point maximum
25 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-friends.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Friends"
4 | date: 2014-08-24
5 | source: PHB.244
6 | tags: [bard, sorcerer, warlock, wizard, cantrip, enchantment]
7 | ---
8 |
9 | **Enchantment cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: S, M (a small amount of makeup applied to the face as this spell is cast)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-light.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Light"
4 | date: 2014-08-24
5 | source: PHB.255
6 | tags: [bard, cleric, sorcerer, wizard, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, M (a firefly or phosphorescent moss)
16 |
17 | **Duration**: 1 hour
18 |
19 | You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
20 |
21 | If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
--------------------------------------------------------------------------------
/_posts/2015-11-19-tidal-wave.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Tidal Wave"
4 | date: 2015-11-19
5 | source: EE.22
6 | tags: [druid, wizard, level3, conjuration]
7 | ---
8 |
9 | **3rd-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S, M (a drop of water)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
20 |
--------------------------------------------------------------------------------
/_posts/2015-11-11-create-bonfire.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Create Bonfire"
4 | date: 2015-11-11
5 | source: EE.16
6 | tags: [druid, sorcerer, warlock, wizard, cantrip, conjuration]
7 | ---
8 |
9 | **Conjuration cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
20 |
21 | The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-14-flame-strike.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Flame Strike"
4 | date: 2015-07-14
5 | source: PHB.242
6 | tags: [cleric, level5, evocation]
7 | ---
8 |
9 | **5th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S, M (pinch of sulfur)
16 |
17 | **Duration**: Instantaneous
18 |
19 | A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
--------------------------------------------------------------------------------
/_posts/2015-01-01-haste.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Haste"
4 | date: 2015-01-01
5 | source: PHB.250
6 | tags: [sorcerer, wizard, level3, transmutation]
7 | ---
8 |
9 | **3rd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a shaving of licorice root)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
20 |
21 | When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-arms-of-hadar.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Arms of Hadar"
4 | date: 2014-08-24
5 | source: PHB.215
6 | tags: [warlock, level1, conjuration]
7 | ---
8 |
9 | **1st-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (10-foot radius)
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2015-07-30-passwall.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Passwall"
4 | date: 2015-07-30
5 | source: PHB.264
6 | tags: [wizard, level5, transmutation]
7 | ---
8 |
9 | **5th-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a pinch of sesame seeds)
16 |
17 | **Duration**: 1 hour
18 |
19 | A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
20 |
21 | When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-entangle.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Entangle"
4 | date: 2014-08-24
5 | source: PHB.238
6 | tags: [druid, level1, conjuration]
7 | ---
8 |
9 | **1st-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 90 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
20 |
21 | A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
22 |
23 | When the spell ends, the conjured plants wilt away.
--------------------------------------------------------------------------------
/_posts/2015-07-30-vampiric-touch.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Vampiric Touch"
4 | date: 2015-07-30
5 | source: PHB.285
6 | tags: [warlock, wizard, level3, necromancy]
7 | ---
8 |
9 | **3rd-level necromancy**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V,S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
22 |
--------------------------------------------------------------------------------
/_posts/2015-11-12-ice-knife.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Ice Knife"
4 | date: 2015-11-12
5 | source: EE.19
6 | tags: [druid, sorcerer, wizard, level1, conjuration]
7 | ---
8 |
9 | **1st-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: S, M (a drop of water or piece of ice)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-message.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Message"
4 | date: 2014-08-24
5 | source: PHB.259
6 | tags: [bard, sorcerer, wizard, cantrip, transmutation]
7 | ---
8 |
9 | **Transmutation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S, M (a short piece of copper wire)
16 |
17 | **Duration**: 1 round
18 |
19 | You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
20 |
21 | You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
--------------------------------------------------------------------------------
/_posts/2015-01-10-meteor-swarm.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Meteor Swarm"
4 | date: 2015-01-10
5 | source: PHB.259
6 | tags: [sorcerer, wizard, level9, evocation]
7 | ---
8 |
9 | **9th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 1 mile
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
20 |
21 | The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-14-enthrall.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Enthrall"
4 | date: 2015-07-14
5 | source: PHB.238
6 | tags: [bard, warlock, level2, enchantment]
7 | ---
8 |
9 | **2nd-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 minute
18 |
19 | You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
--------------------------------------------------------------------------------
/_posts/2015-07-14-freedom-of-movement.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Freedom of Movement"
4 | date: 2015-07-14
5 | source: PHB.244
6 | tags: [bard, cleric, druid, ranger, level4, abjuration]
7 | ---
8 |
9 | **4th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a leather strap, bound around the arm or a similar appendage)
16 |
17 | **Duration**: 1 hour
18 |
19 | You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
20 |
21 | The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
--------------------------------------------------------------------------------
/_posts/2015-07-30-rarys-telepathic-bond.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Rary's Telepathic Bond"
4 | date: 2015-07-30
5 | source: PHB.270
6 | tags: [wizard, level5, divination]
7 | ---
8 |
9 | **5th-level divination (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (pieces of eggshell from two different kinds of creatures)
16 |
17 | **Duration**: 1 hour
18 |
19 | You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
20 |
21 | Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-14-circle-of-power.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Circle of Power"
4 | date: 2015-07-14
5 | source: PHB.221
6 | tags: [paladin, level5, abjuration]
7 | ---
8 |
9 | **5th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (30-foot radius)
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
--------------------------------------------------------------------------------
/_posts/2015-07-14-conjure-volley.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Conjure Volley"
4 | date: 2015-07-14
5 | source: PHB.226
6 | tags: [ranger, level5, conjuration]
7 | ---
8 |
9 | **5th-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S, M (one piece of ammunition or one throwing weapon)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
20 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-burning-hands.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Burning Hands"
4 | date: 2014-08-24
5 | source: PHB.220
6 | tags: [sorcerer, wizard, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (15-foot cone)
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
20 |
21 | The fire ignites any flammable objects in the area that aren't being worn or carried.
22 |
23 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2014-08-24-chill-touch.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Chill Touch"
4 | date: 2014-08-24
5 | source: PHB.221
6 | tags: [sorcerer, warlock, wizard, cantrip, necromancy]
7 | ---
8 |
9 | **Necromancy cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 round
18 |
19 | You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
20 |
21 | If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
22 |
23 | This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
--------------------------------------------------------------------------------
/_posts/2014-08-24-identify.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Identify"
4 | date: 2014-08-24
5 | source: PHB.252
6 | tags: [bard, wizard, level1, divination]
7 | ---
8 |
9 | **1st-level divination (ritual)**
10 |
11 | **Casting Time**: 1 minute
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a pearl worth at least 100 gp and an owl feather)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
20 |
21 | If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
--------------------------------------------------------------------------------
/_posts/2015-01-01-arcane-eye.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Arcane Eye"
4 | date: 2015-01-01
5 | source: PHB.214
6 | tags: [wizard, level4, divination]
7 | ---
8 |
9 | **4th-level divination**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a bit of bat fur)
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | You create an invisible, magical eye within range that hovers in the for the duration.
20 |
21 | You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
22 |
23 | As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
24 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-animal-friendship.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Animal Friendship"
4 | date: 2014-08-24
5 | source: PHB.212
6 | tags: [bard, druid, ranger, level1, enchantment]
7 | ---
8 |
9 | **1st-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a morsel of food)
16 |
17 | **Duration**: 24 hours
18 |
19 | This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-01-elemental-weapon.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Elemental Weapon"
4 | date: 2015-01-01
5 | source: PHB.237
6 | tags: [paladin, level3, transmutation]
7 | ---
8 |
9 | **3rd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-11-mordenkainens-sword.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Mordenkainen's Sword"
4 | date: 2015-01-11
5 | source: PHB.262
6 | tags: [bard, wizard, level7, evocation]
7 | ---
8 |
9 | **7th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
20 |
21 | When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-02-sending.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Sending"
4 | date: 2015-01-02
5 | source: PHB.274
6 | tags: [bard, cleric, wizard, level3, evocation]
7 | ---
8 |
9 | **3rd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Unlimited
14 |
15 | **Components**: V, S, M (a short piece of fine copper wire)
16 |
17 | **Duration**: 1 round
18 |
19 | You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
20 |
21 | You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-guardian-of-faith.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Guardian of Faith"
4 | date: 2015-07-30
5 | source: PHB.246
6 | tags: [cleric, level4, conjuration]
7 | ---
8 |
9 | **4th-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: 8 hours
18 |
19 | A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
20 |
21 | Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
22 |
--------------------------------------------------------------------------------
/_posts/2014-12-31-hold-person.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Hold Person"
4 | date: 2014-12-31
5 | source: PHB.251
6 | tags: [bard, cleric, druid, sorcerer, warlock, wizard, level2, enchantment]
7 | ---
8 |
9 | **2nd-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S, M (a small, straight piece of iron)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-01-dispel-magic.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Dispel Magic"
4 | date: 2015-01-01
5 | source: PHB.234
6 | tags: [bard, cleric, druid, paladin, sorcerer, warlock, wizard, level3, abjuration]
7 | ---
8 |
9 | **3rd-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-01-daylight.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Daylight"
4 | date: 2015-01-01
5 | source: PHB.230
6 | tags: [cleric, druid, paladin, ranger, sorcerer, level3, evocation]
7 | ---
8 |
9 | **3rd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 hour
18 |
19 | 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.
20 |
21 | If you chose 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.
22 |
23 | If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
24 |
--------------------------------------------------------------------------------
/_posts/2015-11-11-magic-stone.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Magic Stone"
4 | date: 2015-11-11
5 | source: EE.20
6 | tags: [druid, warlock, cantrip, transmutation]
7 | ---
8 |
9 | **Transmutation cantrip**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 minute
18 |
19 | You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
20 |
21 | If you cast this spell again, the spell ends early on any pebbles still affected by it.
22 |
--------------------------------------------------------------------------------
/_posts/2015-11-12-beast-bond.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Beast Bond"
4 | date: 2015-11-12
5 | source: EE.15
6 | tags: [druid, ranger, level1, divination]
7 | ---
8 |
9 | **1st-level divination**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a bit of fur wrapped in a cloth)
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
20 |
--------------------------------------------------------------------------------
/_posts/2015-11-19-flame-arrows.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Flame Arrows"
4 | date: 2015-11-19
5 | source: EE.18
6 | tags: [druid, ranger, sorcerer, wizard, level3, transmutation]
7 | ---
8 |
9 | **3rd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-10-weird.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Weird"
4 | date: 2015-01-10
5 | source: PHB.288
6 | tags: [wizard, level9, illusion]
7 | ---
8 |
9 | **9th-level illusion**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to one minute
18 |
19 | Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
20 |
--------------------------------------------------------------------------------
/_posts/2015-01-11-fire-storm.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Fire Storm"
4 | date: 2015-01-11
5 | source: PHB.241
6 | tags: [cleric, druid, sorcerer, level7, evocation]
7 | ---
8 |
9 | **7th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot-cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
20 |
21 | The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-stone-shape.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Stone Shape"
4 | date: 2015-07-30
5 | source: PHB.278
6 | tags: [cleric, druid, wizard, level4, transmutation]
7 | ---
8 |
9 | **4th-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
20 |
--------------------------------------------------------------------------------
/_posts/2015-11-12-absorb-elements.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Absorb Elements"
4 | date: 2015-11-12
5 | source: EE.15
6 | tags: [druid, ranger, wizard, level1, abjuration]
7 | ---
8 |
9 | **1st-level abjuration**
10 |
11 | **Casting Time**: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
12 |
13 | **Range**: Self
14 |
15 | **Components**: S
16 |
17 | **Duration**: 1 round
18 |
19 | The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-lightning-bolt.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Lightning Bolt"
4 | date: 2015-07-30
5 | source: PHB.255
6 | tags: [sorcerer, wizard, level3, evocation]
7 | ---
8 |
9 | **3rd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (100-foot line)
14 |
15 | **Components**: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
16 |
17 | **Duration**: Instantaneous
18 |
19 | A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
20 |
21 | The lightning ignites flammable objects in the area that aren't being worn or carried.
22 |
23 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
24 |
--------------------------------------------------------------------------------
/_posts/2015-11-20-vitriolic-sphere.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Vitriolic Sphere"
4 | date: 2015-11-20
5 | source: EE.23
6 | tags: [sorcerer, wizard, level4, evocation]
7 | ---
8 |
9 | **4th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S, M (a drop of giant slug bile)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-mage-hand.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Mage Hand"
4 | date: 2014-08-24
5 | source: PHB.256
6 | tags: [bard, sorcerer, warlock, wizard, cantrip, conjuration]
7 | ---
8 |
9 | **Conjuration cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 minute
18 |
19 | A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
20 |
21 | You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
22 |
23 | The hand can't attack, activate magic items, or carry more than 10 pounds.
--------------------------------------------------------------------------------
/_posts/2015-07-30-hold-monster.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Hold Monster"
4 | date: 2015-07-30
5 | source: PHB.251
6 | tags: [bard, sorcerer, warlock, wizard, level5, enchantment]
7 | ---
8 |
9 | **5th-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 90 feet
14 |
15 | **Components**: V, S, M (a small, straight piece of iron)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-melfs-acid-arrow.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Melf's Acid Arrow"
4 | date: 2015-07-30
5 | source: PHB.259
6 | tags: [wizard, level2, evocation]
7 | ---
8 |
9 | **2nd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 90 feet
14 |
15 | **Components**: V, S, M (powdered rhubarb leaf and an adder's stomach)
16 |
17 | **Duration**: Instantaneous
18 |
19 | A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-dancing-lights.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Dancing Lights"
4 | date: 2014-08-24
5 | source: PHB.230
6 | tags: [bard, sorcerer, wizard, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
--------------------------------------------------------------------------------
/_posts/2014-08-24-hail-of-thorns.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Hail of Thorns"
4 | date: 2014-08-24
5 | source: PHB.249
6 | tags: [ranger, level1, conjuration]
7 | ---
8 |
9 | **1st-level conjuration**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | The next time you hit a creature with a ranged weapon attack before this spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effects of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
20 |
21 | **At Higher Levels.** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
--------------------------------------------------------------------------------
/_posts/2015-08-31-warding-wind.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Warding Wind"
4 | date: 2015-08-31
5 | source: EE.23
6 | tags: [bard, druid, sorcerer, level2, evocation]
7 | ---
8 |
9 | **2nd level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
20 |
21 | The wind has the following effects:
22 |
23 | * It deafens you and other creatures in its area.
24 | * It extinguishes unprotected flames in its area that are torch-sized or smaller.
25 | * The area is difficult terrain for creatures other than you.
26 | * The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
27 | * It hedges out vapor, gas, and fog that can be dispersed by strong wind.
--------------------------------------------------------------------------------
/_posts/2015-07-30-word-of-recall.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Word of Recall"
4 | date: 2015-07-30
5 | source: PHB.289
6 | tags: [cleric, level6, conjuration]
7 | ---
8 |
9 | **6th-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 5 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
20 |
21 | You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-phantasmal-killer.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Phantasmal Killer"
4 | date: 2015-07-30
5 | source: PHB.265
6 | tags: [wizard, level4, illusion]
7 | ---
8 |
9 | **4th-level illusion**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-spike-growth.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Spike Growth"
4 | date: 2015-07-30
5 | source: PHB.277
6 | tags: [druid, ranger, level2, transmutation]
7 | ---
8 |
9 | **2nd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
20 |
21 | The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-14-fire-shield.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Fire Shield"
4 | date: 2015-07-14
5 | source: PHB.241
6 | tags: [wizard, level4, evocation]
7 | ---
8 |
9 | **4th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (a bit of phosphorous or a firefly)
16 |
17 | **Duration**: 10 minutes
18 |
19 | Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it.
20 |
21 | The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
22 |
23 | In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
--------------------------------------------------------------------------------
/_posts/2015-07-30-ottos-irresistible-dance.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Otto's Irresistible Dance"
4 | date: 2015-07-30
5 | source: PHB.264
6 | tags: [bard, wizard, level6, enchantment]
7 | ---
8 |
9 | **6th-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.
20 |
21 | A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
22 |
--------------------------------------------------------------------------------
/_posts/2015-08-31-pyrotechnics.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Pyrotechnics"
4 | date: 2015-08-31
5 | source: EE.21
6 | tags: [bard, sorcerer, wizard, level2, transmutation]
7 | ---
8 |
9 | **2nd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.
20 |
21 | **Fireworks.** The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
22 |
23 | **Smoke.** Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
24 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-ice-storm.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Ice Storm"
4 | date: 2015-07-30
5 | source: PHB.252
6 | tags: [druid, sorcerer, wizard, level4, evocation]
7 | ---
8 |
9 | **4th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 300 feet
14 |
15 | **Components**: V, S, M (a pinch of dust and a few drops of water)
16 |
17 | **Duration**: Instantaneous
18 |
19 | A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
20 |
21 | Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
22 |
23 | **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
24 |
--------------------------------------------------------------------------------
/_posts/2014-12-31-warding-bond.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Warding Bond"
4 | date: 2014-12-31
5 | source: PHB.287
6 | tags: [cleric, level2, abjuration]
7 | ---
8 |
9 | **2nd-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
16 |
17 | **Duration**: 1 hour
18 |
19 | This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
20 |
21 | The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
--------------------------------------------------------------------------------
/_posts/2015-11-11-gust.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Gust"
4 | date: 2015-11-11
5 | source: EE.19
6 | tags: [druid, sorcerer, wizard, cantrip, transmutation]
7 | ---
8 |
9 | **Transmutation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You seize the air and compel it to create one of the following effects at a point you can see within range:
20 |
21 | * One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
22 | * You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
23 | * You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
24 |
--------------------------------------------------------------------------------
/_posts/2015-01-01-fear.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Fear"
4 | date: 2015-01-01
5 | source: PHB.239
6 | tags: [bard, sorcerer, warlock, wizard, level3, illusion]
7 | ---
8 |
9 | **3rd-level illusion**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (30-foot cone)
14 |
15 | **Components**: V, S, M (a white feather or the heart of a hen)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
20 |
21 | While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-01-hypnotic-pattern.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Hypnotic Pattern"
4 | date: 2015-01-01
5 | source: PHB.252
6 | tags: [bard, sorcerer, warlock, wizard, level3, illusion]
7 | ---
8 |
9 | **3rd-level illusion**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
20 |
21 | The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-14-flame-blade.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Flame Blade"
4 | date: 2015-07-14
5 | source: PHB.242
6 | tags: [druid, level2, evocation]
7 | ---
8 |
9 | **2nd-level evocation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (leaf of sumac)
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | 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. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
20 |
21 | You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
22 |
23 | The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
24 |
25 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
--------------------------------------------------------------------------------
/_posts/2015-07-30-mislead.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Mislead"
4 | date: 2015-07-30
5 | source: PHB.260
6 | tags: [bard, wizard, level5, illusion]
7 | ---
8 |
9 | **5th-level illusion**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: S
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
20 |
21 | You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
22 |
23 | You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surrounding.
24 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-protection-from-evil-and-good.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Protection from Evil and Good"
4 | date: 2014-08-24
5 | source: PHB.270
6 | tags: [cleric, paladin, warlock, wizard, level1, abjuration]
7 | ---
8 |
9 | **1st-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (holy water or powdered silver and iron, which the spell consumes)
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
20 |
21 | The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
--------------------------------------------------------------------------------
/_posts/2015-01-01-fireball.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Fireball"
4 | date: 2015-01-01
5 | source: PHB.241
6 | tags: [sorcerer, wizard, level3, evocation]
7 | ---
8 |
9 | **3rd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S, M (a tiny ball of bat guano and sulfur)
16 |
17 | **Duration**: Instantaneous
18 |
19 | A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
20 |
21 | The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
22 |
23 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
24 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-produce-flame.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Produce Flame"
4 | date: 2014-08-24
5 | source: PHB.269
6 | tags: [druid, cantrip, conjuration]
7 | ---
8 |
9 | **Conjuration cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 10 minutes
18 |
19 | A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
20 |
21 | You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
22 |
23 | This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
--------------------------------------------------------------------------------
/_posts/2015-01-10-telepathy.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Telepathy"
4 | date: 2015-01-10
5 | source: PHB.281
6 | tags: [wizard, level8, evocation]
7 | ---
8 |
9 | **8th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Unlimited
14 |
15 | **Components**: V, S, M (a pair of linked silver rings)
16 |
17 | **Duration**: 24 hours
18 |
19 | You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
20 |
21 | Until the spell ends, you and the target can instantaneously share words, images, sounds and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-swift-quiver.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Swift Quiver"
4 | date: 2015-07-30
5 | source: PHB.279
6 | tags: [ranger, level5, transmutation]
7 | ---
8 |
9 | **5th-level transmutation**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a quiver containing at least one piece of ammunition)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.
20 |
21 | On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
22 |
--------------------------------------------------------------------------------
/Rakefile:
--------------------------------------------------------------------------------
1 | require 'rubygems'
2 | require 'rake'
3 | require 'rdoc'
4 | require 'date'
5 | require 'yaml'
6 | require 'tmpdir'
7 | require 'jekyll'
8 |
9 | desc "Generate blog files"
10 | task :generate do
11 | Jekyll::Site.new(Jekyll.configuration({
12 | "source" => ".",
13 | "destination" => "_site"
14 | })).process
15 | end
16 |
17 |
18 | desc "Generate and publish blog to gh-pages"
19 | task :publish => [:generate] do
20 | Dir.mktmpdir do |tmp|
21 | system "mv _site/* #{tmp}"
22 | system "git checkout -B gh-pages"
23 | system "rm -rf *"
24 | system "mv #{tmp}/* ."
25 | message = "Site updated at #{Time.now.utc}"
26 | system "git add ."
27 | system "git commit -am #{message.shellescape}"
28 | system "git push origin gh-pages --force"
29 | system "git checkout master"
30 | system "echo Published!"
31 | end
32 | end
33 |
34 | task :default => :publish
--------------------------------------------------------------------------------
/_posts/2014-08-24-alarm.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Alarm"
4 | date: 2014-08-24
5 | source: PHB.211
6 | tags: [ranger, wizard, level1, abjuration]
7 | ---
8 |
9 | **1st-level abjuration (ritual)**
10 |
11 | **Casting Time**: 1 minute
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a tiny bell and a piece of fine silver wire)
16 |
17 | **Duration**: 8 hours
18 |
19 | You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
20 |
21 | A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
22 |
23 | An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
24 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-tashas-hideous-laughter.md:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Tasha's Hideous Laughter"
4 | date: 2014-08-24
5 | source: PHB.280
6 | tags: [bard, wizard, level1, enchantment]
7 | ---
8 |
9 | **1st-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (tiny tarts and a feather that is waved in the air)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
20 |
21 | At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
--------------------------------------------------------------------------------
/_posts/2015-01-01-counterspell.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Counterspell"
4 | date: 2015-01-01
5 | source: PHB.228
6 | tags: [sorcerer, warlock, wizard, level3, abjuration]
7 | ---
8 |
9 | **3rd-level abjuration**
10 |
11 | **Casting Time**: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell.
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-02-arcane-lock.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Arcane Lock"
4 | date: 2015-01-02
5 | source: PHB.215
6 | tags: [wizard, level2, abjuration]
7 | ---
8 |
9 | **2nd-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
16 |
17 | **Duration**: Until dispelled
18 |
19 | You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
20 |
21 | While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
22 |
--------------------------------------------------------------------------------
/_posts/2015-01-10-sunburst.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Sunburst"
4 | date: 2015-01-10
5 | source: PHB.279
6 | tags: [druid, sorcerer, wizard, level8, evocation]
7 | ---
8 |
9 | **8th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S, M (fire and a piece of sunstone)
16 |
17 | **Duration**: Instantaneous
18 |
19 | Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
20 |
21 | A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
22 |
23 | This spell dispels any darkness in its area that was created by a spell.
24 |
--------------------------------------------------------------------------------
/_posts/2015-01-01-feign-death.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Feign Death"
4 | date: 2015-01-01
5 | source: PHB.240
6 | tags: [bard, cleric, druid, wizard, level3, necromancy]
7 | ---
8 |
9 | **3rd-level necromancy (ritual)**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a pinch of graveyard dirt)
16 |
17 | **Duration**: 1 hour
18 |
19 | You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
20 |
21 | For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-14-blade-barrier.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Blade Barrier"
4 | date: 2015-07-14
5 | source: PHB.218
6 | tags: [cleric, level6, evocation]
7 | ---
8 |
9 | **6th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 90 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
20 |
21 | When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
--------------------------------------------------------------------------------
/_posts/2015-07-30-zone-of-truth.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Zone of Truth"
4 | date: 2015-07-30
5 | source: PHB.289
6 | tags: [bard, cleric, paladin, level2, enchantment]
7 | ---
8 |
9 | **2nd-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 10 minutes
18 |
19 | You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. you know whether each creature succeeds or fails on its saving throw.
20 |
21 | An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
22 |
--------------------------------------------------------------------------------
/_posts/2015-11-19-erupting-earth.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Erupting Earth"
4 | date: 2015-11-19
5 | source: EE.17
6 | tags: [druid, sorcerer, wizard, level3, transmutation]
7 | ---
8 |
9 | **3rd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S, M (a piece of obsidian)
16 |
17 | **Duration**: Instantaneous
18 |
19 | Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-heroes-feast.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Heroes' Feast"
4 | date: 2015-07-30
5 | source: PHB.251
6 | tags: [cleric, druid, level6, conjuration]
7 | ---
8 |
9 | **6th-level conjuration**
10 |
11 | **Casting Time**: 10 minutes
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
20 |
21 | A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours
22 |
--------------------------------------------------------------------------------
/_posts/2015-11-20-immolation.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Immolation"
4 | date: 2015-11-20
5 | source: EE.19
6 | tags: [sorcerer, wizard, level5, evocation]
7 | ---
8 |
9 | **5th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 90 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished through nonmagical means.
20 |
21 | If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-charm-person.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Charm Person"
4 | date: 2014-08-24
5 | source: PHB.221
6 | tags: [bard, cleric, druid, sorcerer, warlock, wizard, level1, enchantment]
7 | ---
8 |
9 | **1st-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 hour
18 |
19 | You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
22 |
--------------------------------------------------------------------------------
/_posts/2015-12-07-booming-blade.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Booming Blade"
4 | date: 2015-12-07
5 | source: SCAG.142
6 | tags: [sorcerer, warlock, wizard, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 5 feet
14 |
15 | **Components**: V, M (a weapon)
16 |
17 | **Duration**: 1 round
18 |
19 | As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
20 |
21 | This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
22 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-thunderwave.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Thunderwave"
4 | date: 2014-08-24
5 | source: PHB.282
6 | tags: [bard, druid, sorcerer, wizard, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (15-foot cube)
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2015-07-30-shatter.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Shatter"
4 | date: 2015-07-30
5 | source: PHB.275
6 | tags: [sorcerer, warlock, wizard, level2, evocation]
7 | ---
8 |
9 | **2nd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, S, M (a chip of mica)
16 |
17 | **Duration**: Instantaneous
18 |
19 | A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
20 |
21 | A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
22 |
23 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
24 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-dissonant-whispers.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Dissonant Whispers"
4 | date: 2014-08-24
5 | source: PHB.234
6 | tags: [bard, level1, enchantment]
7 | ---
8 |
9 | **1st-level enchantment**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2015-07-14-banishing-smite.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Banishing Smite"
4 | date: 2015-07-14
5 | source: PHB.216
6 | tags: [paladin, level5, abjuration]
7 | ---
8 |
9 | **5th-level abjuration**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
--------------------------------------------------------------------------------
/_posts/2015-01-10-holy-aura.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Holy Aura"
4 | date: 2015-01-10
5 | source: PHB.251
6 | tags: [cleric, level8, abjuration]
7 | ---
8 |
9 | **8th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
20 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-locate-object.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Locate Object"
4 | date: 2015-07-30
5 | source: PHB.256
6 | tags: [bard, cleric, druid, paladin, ranger, wizard, level2, divination]
7 | ---
8 |
9 | **2nd-level divination**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (a forked twig)
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
20 |
21 | The spell can locate a specific object known to you, as long as 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.
22 |
23 | This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
24 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-create-or-destroy-water.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Create or Destroy Water"
4 | date: 2014-08-24
5 | source: PHB.229
6 | tags: [cleric, druid, level1, transmutation]
7 | ---
8 |
9 | **1st-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a drop of water if creating water, or a few grains of sand if destroying it)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You either create or destroy water.
20 |
21 | **Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.
22 |
23 | **Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
24 |
25 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
--------------------------------------------------------------------------------
/_posts/2015-07-30-knock.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Knock"
4 | date: 2015-07-30
5 | source: PHB.254
6 | tags: [sorcerer, wizard, bard, level2, transmutation]
7 | ---
8 |
9 | **2nd-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Instantaneous
18 |
19 | Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
20 |
21 | A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
22 |
23 | If you choose a target that is held shut with *[arcane lock](arcane-lock "arcane lock (lvl 2)")*, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
24 |
25 | When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
26 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-druidcraft.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Druidcraft"
4 | date: 2014-08-24
5 | source: PHB.236
6 | tags: [druid, cantrip, transmutation]
7 | ---
8 |
9 | **Transmutation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | Whispering to the spirits of nature, you create one of the following effects within range:
20 |
21 | * You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
22 | * You instantly make a flower bloom, a seed pod open, or a leaf bud bloom.
23 | * You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube.
24 | * You instantly light or snuff out a candle, a torch, or a small campfire.
--------------------------------------------------------------------------------
/_posts/2015-01-02-phantom-steed.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Phantom Steed"
4 | date: 2015-01-02
5 | source: PHB.265
6 | tags: [wizard,level3, illusion]
7 | ---
8 |
9 | **3rd-level illusion (ritual)**
10 |
11 | **Casting Time**: 1 minute
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: 1 hour
18 |
19 | A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
20 |
21 | For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-sunbeam.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Sunbeam"
4 | date: 2015-07-30
5 | source: PHB.279
6 | tags: [druid, sorcerer, wizard, level6, evocation]
7 | ---
8 |
9 | **6th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self (60-foot line)
14 |
15 | **Components**: V, S, M (a magnifying glass)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
20 |
21 | You can create a new line of radiance as your action on any turn until the spell ends.
22 |
23 | For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
24 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-hunters-mark.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Hunter's Mark"
4 | date: 2014-08-24
5 | source: PHB.251
6 | tags: [ranger, level1, divination]
7 | ---
8 |
9 | **1st-level divination**
10 |
11 | **Casting Time**: 1 bonus action
12 |
13 | **Range**: 90 feet
14 |
15 | **Components**: V
16 |
17 | **Duration**: Concentration, up to 1 hour
18 |
19 | You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
--------------------------------------------------------------------------------
/_posts/2015-01-02-sleet-storm.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Sleet Storm"
4 | date: 2015-01-02
5 | source: PHB.276
6 | tags: [druid, sorcerer, wizard, level3, conjuration]
7 | ---
8 |
9 | **3rd-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S, M (a pinch of dust and a few drops of water)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
20 |
21 | The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
22 |
23 | If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
24 |
--------------------------------------------------------------------------------
/_posts/2015-11-19-elemental-bane.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Elemental Bane"
4 | date: 2015-11-19
5 | source: EE.17
6 | tags: [druid, warlock, wizard, level4, transmutation]
7 | ---
8 |
9 | **4th-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 90 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
22 |
--------------------------------------------------------------------------------
/_plugins/tag_gen.rb:
--------------------------------------------------------------------------------
1 | # from https://github.com/jfromaniello/joseoncodecom/raw/master/_plugins/tag_gen.rb
2 | module Jekyll
3 | class TagIndex < Page
4 | def initialize(site, base, dir, tag)
5 | @site = site
6 | @base = base
7 | @dir = "../"
8 | @name = dir + '.html'
9 |
10 | self.process(@name)
11 | self.read_yaml(File.join(base, '_layouts'), 'tag_index.html')
12 | self.data['tag'] = tag
13 | self.data['title'] = tag.capitalize
14 | end
15 | end
16 |
17 | class TagGenerator < Generator
18 | safe true
19 | def generate(site)
20 | if site.layouts.key? 'tag_index'
21 | dir = site.config['tag_dir'] || 'tags'
22 | site.tags.keys.each do |tag|
23 | write_tag_index(site, File.join(dir, tag), tag)
24 | end
25 | end
26 | end
27 | def write_tag_index(site, dir, tag)
28 | index = TagIndex.new(site, site.source, dir, tag)
29 | index.render(site.layouts, site.site_payload)
30 | index.write(site.dest)
31 | site.pages << index
32 | end
33 | end
34 | end
--------------------------------------------------------------------------------
/_posts/2015-01-10-incendiary-cloud.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Incendiary Cloud"
4 | date: 2015-01-10
5 | source: PHB.253
6 | tags: [sorcerer, wizard, level8, conjuration]
7 | ---
8 |
9 | **8th-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
20 |
21 | When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
22 |
23 | The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
24 |
--------------------------------------------------------------------------------
/_posts/2015-01-10-true-resurrection.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "True Resurrection"
4 | date: 2015-01-10
5 | source: PHB.284
6 | tags: [cleric, druid, level9, necromancy]
7 | ---
8 |
9 | **9th-level necromancy**
10 |
11 | **Casting Time**: 1 hour
12 |
13 | **Range**: Touch
14 |
15 | **Components**: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
20 |
21 | This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
22 |
23 | The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
24 |
--------------------------------------------------------------------------------
/_posts/2015-01-07-darkness.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Darkness"
4 | date: 2015-01-07
5 | source: PHB.230
6 | tags: [sorcerer, warlock, wizard, level2, evocation]
7 | ---
8 |
9 | **2nd-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 60 feet
14 |
15 | **Components**: V, M (bat fur and a drop of pitch or piece of coal)
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
20 |
--------------------------------------------------------------------------------
/_posts/2015-07-14-find-traps.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Find Traps"
4 | date: 2015-07-14
5 | source: PHB.241
6 | tags: [cleric, druid, ranger, level2, divination]
7 | ---
8 |
9 | **2nd-level divination**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 120 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the *[alarm](alarm/ "alarm (lvl 1)")* spell, a *[glyph of warding](glyph-of-warding "glyph of warding (lvl 3)")*, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
20 |
21 | This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
22 |
--------------------------------------------------------------------------------
/_posts/2015-11-19-catapult.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Catapult"
4 | date: 2015-11-19
5 | source: EE.15
6 | tags: [sorcerer, wizard, level1, transmutation]
7 | ---
8 |
9 | **1st-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: S
16 |
17 | **Duration**: Instantaneous
18 |
19 | Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
22 |
--------------------------------------------------------------------------------
/_posts/2015-12-07-green-flame-blade.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Green-Flame Blade"
4 | date: 2015-12-07
5 | source: SCAG.143
6 | tags: [sorcerer, warlock, wizard, cantrip, evocation]
7 | ---
8 |
9 | **Evocation cantrip**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 5 feet
14 |
15 | **Components**: V, M (a weapon)
16 |
17 | **Duration**: Instantaneous
18 |
19 | As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting modifier.
20 |
21 | This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
22 |
--------------------------------------------------------------------------------
/_posts/2015-07-14-chain-lightning.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Chain Lightning"
4 | date: 2015-07-14
5 | source: PHB.221
6 | tags: [sorcerer, wizard, level6, evocation]
7 | ---
8 |
9 | **6th-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S, M (a bit of fur; a piece of amber, glass or a crystal rod; and three silver pins)
16 |
17 | **Duration**: Instantaneous
18 |
19 | You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
20 |
21 | A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
22 |
23 | **At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
--------------------------------------------------------------------------------
/_posts/2015-07-30-tree-stride.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Tree Stride"
4 | date: 2015-07-30
5 | source: PHB.283
6 | tags: [druid, ranger, level5, conjuration]
7 | ---
8 |
9 | **5th-level conjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
20 |
21 | You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
22 |
--------------------------------------------------------------------------------
/_posts/2015-11-19-investiture-of-flame.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Investiture of Flame"
4 | date: 2015-11-19
5 | source: EE.19
6 | tags: [druid, sorcerer, warlock, wizard, level6, transmutation]
7 | ---
8 |
9 | **6th-level transmutation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Concentration, up to 10 minutes
18 |
19 | Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
20 |
21 | * You are immune to fire damage and have resistance to cold damage.
22 | * Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
23 | * You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
24 |
--------------------------------------------------------------------------------
/_posts/2015-01-02-plant-growth.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Plant Growth"
4 | date: 2015-01-02
5 | source: PHB.266
6 | tags: [bard, druid, ranger, level3, transmutation]
7 | ---
8 |
9 | **3rd-level transmutation**
10 |
11 | **Casting Time**: 1 action or 8 hours
12 |
13 | **Range**: 150 feet
14 |
15 | **Components**: V, S
16 |
17 | **Duration**: Instantaneous
18 |
19 | This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
20 |
21 | If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
22 |
23 | You can exclude one or more areas of any size within the spell's area from being affected.
24 |
25 | If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
26 |
--------------------------------------------------------------------------------
/_posts/2015-07-30-globe-of-invulnerability.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Globe of Invulnerability"
4 | date: 2015-07-30
5 | source: PHB.245
6 | tags: [sorcerer, wizard, level6, abjuration]
7 | ---
8 |
9 | **6th-level abjuration**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: Self
14 |
15 | **Components**: V, S, M (a glass or crystal bead that shatters when the spell ends)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
20 |
21 | Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
22 |
23 | **At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
24 |
--------------------------------------------------------------------------------
/_posts/2014-08-24-witch-bolt.markdown:
--------------------------------------------------------------------------------
1 | ---
2 | layout: post
3 | title: "Witch Bolt"
4 | date: 2014-08-24
5 | source: PHB.289
6 | tags: [sorcerer, warlock, wizard, level1, evocation]
7 | ---
8 |
9 | **1st-level evocation**
10 |
11 | **Casting Time**: 1 action
12 |
13 | **Range**: 30 feet
14 |
15 | **Components**: V, S, M (a twig from a tree that has been struck by lightning)
16 |
17 | **Duration**: Concentration, up to 1 minute
18 |
19 | A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
20 |
21 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
22 |
--------------------------------------------------------------------------------