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Raulothim's Psychic Lance | Bard,Sorcerer,Warlock,Wizard | false | false | 1 action | You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. | When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. | true | false | null | 120 feet | 4 | Fizban's Treasury of Dragons | Enchantment | true | Instantaneous |
Rime's Binding Ice | Sorcerer,Wizard | false | false | 1 action | A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice. | When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd. | false | true | A vial of meltwater | Self (30-foot cone) | 2 | Fizban's Treasury of Dragons | Evocation | true | Instantaneous |
Summon Draconic Spirit | Druid,Sorcerer,Wizard | true | false | 1 action | You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. | When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block. | true | true | An object with the image of a dragon engraved on it, worth at least 500 gp | 60 feet | 5 | Fizban's Treasury of Dragons | Conjuration | true | Up to 1 hour |
Distort Value | Bard,Sorcerer,Warlock,Wizard | false | false | 1 minute | You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC. | When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st. | true | false | null | Touch | 1 | Acquisitions Incorporated | Illusion | true | 8 hours |
Fast Friends | Bard,Cleric,Wizard | true | false | 1 action | When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability. You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends. When the spell ends, the creature knows it was charmed by you. | 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. | true | false | null | 30 feet | 3 | Acquisitions Incorporated | Enchantment | true | Up to 1 hour |
Gift of Gab | Bard,Wizard | false | false | 1 reaction, which you take when you speak to another creature | When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell. | null | true | true | 2 gp, which are consumed as tax for using the spell | Self | 2 | Acquisitions Incorporated | Enchantment | false | Instantaneous |
Incite Greed | Cleric,Sorcerer,Warlock,Wizard | true | false | 1 action | When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. | null | true | true | A gem worth at least 50 gp | 30 feet | 3 | Acquisitions Incorporated | Enchantment | false | Up to 1 minute |
Jim's Glowing Coin | Wizard | false | false | 1 action | When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls. | null | false | true | A coin, 2 gp, which is consumed as tax for using the spell | 60 feet | 2 | Acquisitions Incorporated | Enchantment | false | 1 minute |
Jim's Magic Missile | Wizard | false | false | 1 action | You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage. If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile. | 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. This also increases the tax by 1 gp per spell slot over 1st. | true | true | 1 gp, which is consumed as tax for using the spell | 120 feet | 1 | Acquisitions Incorporated | Evocation | true | Instantaneous |
Motivational Speech | Bard,Cleric | false | false | 1 minute | Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. | When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd. | true | false | null | 60 feet | 3 | Acquisitions Incorporated | Enchantment | true | 1 hour |
Encode Thoughts | Wizard | false | false | 1 action | You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains (casting detect thoughts on the strand has the same effect). | null | false | true | null | Self | 0 | Guildmaster's Guide to Ravnica | Enchantment | false | 8 hours |
Flock of Familiars | Warlock,Wizard | true | false | 1 minute | You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell. Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn. | When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd. | true | true | null | Touch | 2 | Lost Laboratory of Kwalish | Conjuration | true | Up to 1 hour |
Galder's Speedy Courier | Warlock,Wizard | false | false | 1 action | You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet. | When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you. | true | true | 25 gp, or mineral goods of equivalent value, which the spell consumes | 10 feet | 4 | Lost Laboratory of Kwalish | Conjuration | true | 10 minutes |
Galder's Tower | Wizard | false | false | 10 minutes | You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell: A bedroom with a bed, chairs, chest, and magical fireplace; A study with desks, books, bookshelves, parchments, ink, and ink pens; A dining space with a table, chairs, magical fireplace, containers, and cooking utensils; A lounge with couches, armchairs, side tables and footstools; A washroom with toilets, washtubs, a magical brazier, and sauna benches; An observatory with a telescope and maps of the night sky; An unfurnished, empty room. The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. | When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd. | true | true | A fragment of stone, wood, or other building material | 30 feet | 3 | Lost Laboratory of Kwalish | Conjuration | true | 24 hours |
Borrowed Knowledge | Bard,Cleric,Warlock,Wizard | false | false | 1 action | You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again. | null | true | true | A book worth at least 25 gp | Self | 2 | Strixhaven: A Curriculum of Chaos | Divination | false | 1 hour |
Kinetic Jaunt | Artificer,Bard,Sorcerer,Wizard | true | false | 1 bonus action | You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration: Your walking speed increases by 10 feet; You don't provoke opportunity attacks; You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage. | null | false | true | null | Self | 2 | Strixhaven: A Curriculum of Chaos | Transmutation | false | Up to 1 minute |
Silvery Barbs | Bard,Sorcerer,Wizard | false | false | 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw | You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time. | null | true | false | null | 60 feet | 1 | Strixhaven: A Curriculum of Chaos | Enchantment | false | Instantaneous |
Vortex Warp | Artificer,Sorcerer,Wizard | false | false | 1 action | You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. | When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd. | true | true | null | 90 feet | 2 | Strixhaven: A Curriculum of Chaos | Conjuration | true | Instantaneous |
Wither and Bloom | Druid,Sorcerer,Wizard | false | false | 1 action | You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. | When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd. | true | true | A withered vine twisted into a loop | 60 feet | 2 | Strixhaven: A Curriculum of Chaos | Necromancy | true | Instantaneous |