jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Magic Jar spell in D&D 5e.
Answer: Magic Jar is a 6th level Necromancy spell. Casting time: 1 minute. Range: Self. Duration: Until dispelled. Components: V, S, M. No concentration required.  Available to: Wizard. Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.
Question: Describe the Magic Missile spell in D&D 5e.
Answer: Magic Missile is a 1st level Evocation spell. Casting time: 1 action. Range: 120 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Sorcerer, Wizard. Subclasses: Lore. 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.
Question: Describe the Magic Mouth spell in D&D 5e.
Answer: Magic Mouth is a 2nd level Illusion spell. Casting time: 1 minute. Range: 30 feet. Duration: Until dispelled. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Bard, Wizard. Subclasses: Lore. You plant a message to an object in the range of the spell. The message is verbalized when the trigger conditions are met. Choose an object that you see, and that is not worn or carried by another creature. Then say the message, which should not exceed 25 words but listening can take up to 10 minutes. Finally, establish the circumstances that trigger the spell to deliver your message. When these conditions are satisfied, a magical mouth appears on the object and it articulates the message imitating your voice, the same tone used during implantation of the message. If the selected object has a mouth or something that approaches such as the mouth of a statue, the magic mouth come alive at this point, giving the illusion that the words come from the mouth of the object. When you cast this spell, you may decide that the spell ends when the message is delivered or it can persist and repeat the message whenever circumstances occur. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Question: Describe the Magic Weapon spell in D&D 5e.
Answer: Magic Weapon is a 2nd level Transmutation spell. Casting time: 1 bonus action. Range: Touch. Duration: Up to 1 hour. Components: V, S. Requires concentration.  Available to: Paladin, Wizard. Subclasses: Lore. 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.
Question: Describe the Magnificent Mansion spell in D&D 5e.
Answer: Magnificent Mansion is a 7th level Conjuration spell. Casting time: 1 minute. Range: 300 feet. Duration: 24 hours. Components: V, S, M. No concentration required.  Available to: Bard, Wizard. You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Question: Describe the Major Image spell in D&D 5e.
Answer: Major Image is a 3rd level Illusion spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Bard, Sorcerer, Warlock, Wizard. Subclasses: Lore. You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Question: Describe the Mass Cure Wounds spell in D&D 5e.
Answer: Mass Cure Wounds is a 5th level Conjuration spell. Casting time: 1 action. Range: 60 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Bard, Cleric, Druid. Subclasses: Life. 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.
Question: Describe the Mass Heal spell in D&D 5e.
Answer: Mass Heal is a 9th level Conjuration spell. Casting time: 1 action. Range: 60 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Cleric. 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.
Question: Describe the Mass Healing Word spell in D&D 5e.
Answer: Mass Healing Word is a 3rd level Evocation spell. Casting time: 1 bonus action. Range: 60 feet. Duration: Instantaneous. Components: V. No concentration required.  Available to: Cleric. Subclasses: Lore. 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.
Question: Describe the Mass Suggestion spell in D&D 5e.
Answer: Mass Suggestion is a 6th level Enchantment spell. Casting time: 1 action. Range: 60 feet. Duration: 24 hours. Components: V, M. No concentration required.  Available to: Bard, Sorcerer, Warlock, Wizard. You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
Question: Describe the Maze spell in D&D 5e.
Answer: Maze is a 8th level Conjuration spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 10 minutes. Components: V, S. Requires concentration.  Available to: Wizard. 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. 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). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Question: Describe the Meld Into Stone spell in D&D 5e.
Answer: Meld Into Stone is a 3rd level Transmutation spell. Casting time: 1 action. Range: Touch. Duration: 8 hours. Components: V, S. No concentration required. Can be cast as a ritual Available to: Cleric. Subclasses: Lore, Land. You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Question: Describe the Mending spell in D&D 5e.
Answer: Mending is a Cantrip Transmutation spell. Casting time: 1 minute. Range: Touch. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Cleric, Bard, Druid, Sorcerer, Wizard. Subclasses: Lore. 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. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Question: Describe the Message spell in D&D 5e.
Answer: Message is a Cantrip Transmutation spell. Casting time: 1 action. Range: 120 feet. Duration: 1 round. Components: V, S, M. No concentration required.  Available to: Bard, Sorcerer, Wizard. Subclasses: Lore. 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. 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.
Question: Describe the Meteor Swarm spell in D&D 5e.
Answer: Meteor Swarm is a 9th level Evocation spell. Casting time: 1 action. Range: 1 mile. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Sorcerer, Wizard. 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. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
Question: Describe the Mind Blank spell in D&D 5e.
Answer: Mind Blank is a 8th level Abjuration spell. Casting time: 1 action. Range: Touch. Duration: 24 hours. Components: V, S. No concentration required.  Available to: Bard, Wizard. 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 spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Question: Describe the Minor Illusion spell in D&D 5e.
Answer: Minor Illusion is a Cantrip Illusion spell. Casting time: 1 action. Range: 30 feet. Duration: 1 minute. Components: S, M. No concentration required.  Available to: Bard, Sorcerer, Warlock, Wizard. Subclasses: Lore. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Question: Describe the Mirage Arcane spell in D&D 5e.
Answer: Mirage Arcane is a 7th level Illusion spell. Casting time: 10 minutes. Range: Sight. Duration: 10 days. Components: V, S. No concentration required.  Available to: Bard, Druid, Wizard. You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Question: Describe the Mirror Image spell in D&D 5e.
Answer: Mirror Image is a 2nd level Illusion spell. Casting time: 1 action. Range: Self. Duration: 1 minute. Components: V, S. No concentration required.  Available to: Sorcerer, Warlock, Wizard. Subclasses: Lore, Land. Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Question: Describe the Mislead spell in D&D 5e.
Answer: Mislead is a 5th level Illusion spell. Casting time: 1 action. Range: Self. Duration: Up to 1 hour. Components: S. Requires concentration.  Available to: Bard, Wizard. 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. 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. 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 surroundings.
Question: Describe the Misty Step spell in D&D 5e.
Answer: Misty Step is a 2nd level Conjuration spell. Casting time: 1 bonus action. Range: Self. Duration: Instantaneous. Components: V. No concentration required.  Available to: Sorcerer, Warlock, Wizard. Subclasses: Lore, Land. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Question: Describe the Modify Memory spell in D&D 5e.
Answer: Modify Memory is a 5th level Enchantment spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Bard, Wizard. You attempt to reshape another creature's memories. One creature that you can see must make a wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory.