name
stringlengths
3
34
classes
stringlengths
4
59
concentration
bool
2 classes
ritual
bool
2 classes
casting_time
stringclasses
18 values
description
stringlengths
50
3.78k
higher_levels
stringlengths
99
431
V
bool
2 classes
S
bool
2 classes
M
stringlengths
10
341
range
stringclasses
33 values
level
int64
0
9
book
stringclasses
11 values
school
stringclasses
8 values
cast_higher
bool
2 classes
duration
stringclasses
25 values
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