jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Hideous Laughter spell in D&D 5e.
Answer: Hideous Laughter is a 1st level Enchantment spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Bard, Wizard. Subclasses: Lore. 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. 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.
Question: Describe the Hold Monster spell in D&D 5e.
Answer: Hold Monster is a 5th level Enchantment spell. Casting time: 1 action. Range: 90 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Bard, Sorcerer, Warlock, Wizard. Choose a creature you can see and reach. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature.
Question: Describe the Hold Person spell in D&D 5e.
Answer: Hold Person is a 2nd level Enchantment spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard. Subclasses: Lore, Land. 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.
Question: Describe the Holy Aura spell in D&D 5e.
Answer: Holy Aura is a 8th level Abjuration spell. Casting time: 1 action. Range: Self. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Cleric. 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.
Question: Describe the Hunter's Mark spell in D&D 5e.
Answer: Hunter's Mark is a 1st level Divination spell. Casting time: 1 bonus action. Range: 90 feet. Duration: Up to 1 hour. Components: V. Requires concentration.  Available to: Ranger. 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.
Question: Describe the Hypnotic Pattern spell in D&D 5e.
Answer: Hypnotic Pattern is a 3rd level Illusion spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 1 minute. Components: S, M. Requires concentration.  Available to: Bard, Sorcerer, Warlock, Wizard. Subclasses: Lore. 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. 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.
Question: Describe the Ice Storm spell in D&D 5e.
Answer: Ice Storm is a 4th level Evocation spell. Casting time: 1 action. Range: 300 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Druid, Sorcerer, Wizard. Subclasses: Land. 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. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
Question: Describe the Identify spell in D&D 5e.
Answer: Identify is a 1st level Divination spell. Casting time: 1 minute. Range: Touch. Duration: Instantaneous. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Bard, Wizard. Subclasses: Lore. 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. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Question: Describe the Illusory Script spell in D&D 5e.
Answer: Illusory Script is a 1st level Illusion spell. Casting time: 1 minute. Range: Touch. Duration: 10 days. Components: S, M. No concentration required. Can be cast as a ritual Available to: Bard, Warlock, Wizard. Subclasses: Lore. You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Question: Describe the Incendiary Cloud spell in D&D 5e.
Answer: Incendiary Cloud is a 8th level Conjuration spell. Casting time: 1 action. Range: 150 feet. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Sorcerer, Wizard. A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within 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. 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. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Question: Describe the Inflict Wounds spell in D&D 5e.
Answer: Inflict Wounds is a 1st level Necromancy spell. Casting time: 1 action. Range: Touch. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Cleric. Subclasses: Lore. Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Question: Describe the Insect Plague spell in D&D 5e.
Answer: Insect Plague is a 5th level Conjuration spell. Casting time: 1 action. Range: 300 feet. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Cleric, Druid, Sorcerer. Subclasses: Land. Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing 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.
Question: Describe the Instant Summons spell in D&D 5e.
Answer: Instant Summons is a 6th level Conjuration spell. Casting time: 1 minute. Range: Touch. Duration: Until dispelled. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Wizard. You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.
Question: Describe the Invisibility spell in D&D 5e.
Answer: Invisibility is a 2nd level Illusion spell. Casting time: 1 action. Range: Touch. Duration: Up to 1 hour. Components: V, S, M. Requires concentration.  Available to: Bard, Sorcerer, Warlock, Wizard. Subclasses: Lore, Land. 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.
Question: Describe the Irresistible Dance spell in D&D 5e.
Answer: Irresistible Dance is a 6th level Enchantment spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 1 minute. Components: V. Requires concentration.  Available to: Bard, Wizard. 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. 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.
Question: Describe the Jump spell in D&D 5e.
Answer: Jump is a 1st level Transmutation spell. Casting time: 1 action. Range: Touch. Duration: 1 minute. Components: V, S, M. No concentration required.  Available to: Druid, Ranger, Sorcerer, Wizard. Subclasses: Lore. You touch a creature. The creature's jump distance is tripled until the spell ends.
Question: Describe the Knock spell in D&D 5e.
Answer: Knock is a 2nd level Transmutation spell. Casting time: 1 action. Range: 60 feet. Duration: Instantaneous. Components: V. No concentration required.  Available to: Bard, Sorcerer, Wizard. Subclasses: Lore. 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. 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. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Question: Describe the Legend Lore spell in D&D 5e.
Answer: Legend Lore is a 5th level Divination spell. Casting time: 10 minutes. Range: Self. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Bard, Cleric, Wizard. Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word *Rudnogg* on the lips."
Question: Describe the Lesser Restoration spell in D&D 5e.
Answer: Lesser Restoration is a 2nd level Abjuration spell. Casting time: 1 action. Range: Touch. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Bard, Cleric, Druid, Paladin, Ranger. Subclasses: Lore, Life, Devotion. You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Question: Describe the Levitate spell in D&D 5e.
Answer: Levitate is a 2nd level Transmutation spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Sorcerer, Wizard. Subclasses: Lore. One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
Question: Describe the Light spell in D&D 5e.
Answer: Light is a Cantrip Evocation spell. Casting time: 1 action. Range: Touch. Duration: 1 hour. Components: V, M. No concentration required.  Available to: Bard, Cleric, Sorcerer, Wizard. Subclasses: Lore. 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. 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.
Question: Describe the Lightning Bolt spell in D&D 5e.
Answer: Lightning Bolt is a 3rd level Evocation spell. Casting time: 1 action. Range: Self. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Sorcerer, Wizard. Subclasses: Lore, Land. 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. The lightning ignites flammable objects in the area that aren't being worn or carried.
Question: Describe the Locate Animals or Plants spell in D&D 5e.
Answer: Locate Animals or Plants is a 2nd level Divination spell. Casting time: 1 action. Range: Self. Duration: Instantaneous. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Bard, Druid, Ranger. Subclasses: Lore. 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.
Question: Describe the Locate Creature spell in D&D 5e.
Answer: Locate Creature is a 4th level Divination spell. Casting time: 1 action. Range: Self. Duration: Up to 1 hour. Components: V, S, M. Requires concentration.  Available to: Bard, Cleric, Druid, Paladin, Ranger, Wizard. Subclasses: Land. Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Question: Describe the Locate Object spell in D&D 5e.
Answer: Locate Object is a 2nd level Divination spell. Casting time: 1 action. Range: Self. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Bard, Cleric, Druid, Paladin, Ranger, Wizard. Subclasses: Lore. 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. 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. 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.
Question: Describe the Longstrider spell in D&D 5e.
Answer: Longstrider is a 1st level Transmutation spell. Casting time: 1 action. Range: Touch. Duration: 1 hour. Components: V, S, M. No concentration required.  Available to: Bard, Druid, Ranger, Wizard. Subclasses: Lore. You touch a creature. The target's speed increases by 10 feet until the spell ends.
Question: Describe the Mage Armor spell in D&D 5e.
Answer: Mage Armor is a 1st level Abjuration spell. Casting time: 1 action. Range: Touch. Duration: 8 hours. Components: V, S, M. No concentration required.  Available to: Sorcerer, Wizard. Subclasses: Lore. 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.
Question: Describe the Mage Hand spell in D&D 5e.
Answer: Mage Hand is a Cantrip Conjuration spell. Casting time: 1 action. Range: 30 feet. Duration: 1 minute. Components: V, S. No concentration required.  Available to: Bard, Sorcerer, Warlock, Wizard. Subclasses: Lore. 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. 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. The hand can't attack, activate magic items, or carry more than 10 pounds.
Question: Describe the Magic Circle spell in D&D 5e.
Answer: Magic Circle is a 3rd level Abjuration spell. Casting time: 1 minute. Range: 10 feet. Duration: 1 hour. Components: V, S, M. No concentration required.  Available to: Cleric, Paladin, Warlock, Wizard. Subclasses: Lore. You create a 10-foot radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear whenever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: - The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a charisma saving throw. - The creature has disadvantage on attack rolls against targets within the cylinder. - Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.