snagbreac/dnd5esrd_spells huggingface dataset:
Project Image
Level: 7
School: illusion
Casting Time: 1 action
Range: 500 miles
Duration: up to 1 day
Verbal components: yes
Somatic components: yes
Material components: a small replica of you made from materials worth at least 5 gp
Concentration: yes
Ritual: no

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn 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.
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 any noise it makes sounds hollow to the creature.
Protection from Energy
Level: 3
School: abjuration
Casting Time: 1 action
Range: Touch
Duration: up to 1 hour
Verbal components: yes
Somatic components: yes
Concentration: yes
Ritual: no

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Protection from Evil and Good
Level: 1
School: abjuration
Casting Time: 1 action
Range: Touch
Duration: Concentration up to 10 minutes
Verbal components: yes
Somatic components: yes
Material components: holy water or powdered silver and iron, which the spell consumes
Concentration: no
Ritual: no

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
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.
Protection from Poison
Level: 2
School: abjuration
Casting Time: 1 action
Range: Touch
Duration: 1 hour
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

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.
Purify Food and Drink
Level: 1
School: transmutation
Casting Time: 1 action
Range: 10 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: yes

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.
Raise Dead
Level: 5
School: necromancy
Casting Time: 1 hour
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: a diamond worth at least 500 gp, which the spell consumes
Concentration: no
Ritual: no

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a '4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Ray of Enfeeblement
Level: 2
School: necromancy
Casting Time: 1 action
Range: 60 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Concentration: yes
Ritual: no

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.
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.
Ray of Frost
Level: 0
School: evocation
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

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.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Regenerate
Level: 7
School: transmutation
Casting Time: 1 minute
Range: Touch
Duration: 1 hour
Verbal components: yes
Somatic components: yes
Material components: a prayer wheel and holy water
Concentration: no
Ritual: no

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).
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.
Reincarnate
Level: 5
School: transmutation
Casting Time: 1 hour
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: rare oils and unguents worth at least 1,000 gp, which the spell consumes
Concentration: no
Ritual: no

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
Remove Curse
Level: 3
School: abjuration
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Resilient Sphere
Level: 4
School: evocation
Casting Time: 1 action
Range: 30 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic
Concentration: yes
Ritual: no

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
Resistance
Level: 0
School: abjuration
Casting Time: 1 action
Range: Touch
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a miniature cloak
Concentration: yes
Ritual: no

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.
Resurrection
Level: 7
School: necromancy
Casting Time: 1 hour
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: a diamond worth at least 1,000 gp, which the spell consumes
Concentration: no
Ritual: no

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a '4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
Reverse Gravity
Level: 7
School: transmutation
Casting Time: 1 action
Range: 100 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a lodestone and iron filings
Concentration: yes
Ritual: no

This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
Revivify
Level: 3
School: necromancy
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: diamonds worth 300 gp, which the spell consumes
Concentration: no
Ritual: no

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.
Rope Trick
Level: 2
School: transmutation
Casting Time: 1 action
Range: Touch
Duration: 1 hour
Verbal components: yes
Somatic components: yes
Material components: powdered corn extract and a twisted loop of parchment
Concentration: no
Ritual: no

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
Sacred Flame
Level: 0
School: evocation
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

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.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sanctuary
Level: 1
School: abjuration
Casting Time: 1 bonus action
Range: 30 feet
Duration: 1 minute
Verbal components: yes
Somatic components: yes
Material components: a small silver mirror
Concentration: no
Ritual: no

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.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Scorching Ray
Level: 2
School: evocation
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

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.
Scrying
Level: 5
School: divination
Casting Time: 10 minutes
Range: Self
Duration: up to 10 minutes
Verbal components: yes
Somatic components: yes
Material components: a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water
Concentration: yes
Ritual: no

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Secret Chest
Level: 4
School: conjuration
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp
Concentration: no
Ritual: no

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
See Invisibility
Level: 2
School: divination
Casting Time: 1 action
Range: Self
Duration: 1 hour
Verbal components: yes
Somatic components: yes
Material components: a pinch of talc and a small sprinkling of powdered silver
Concentration: no
Ritual: no

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.
Seeming
Level: 5
School: illusion
Casting Time: 1 action
Range: 30 feet
Duration: 8 hours
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Sending
Level: 3
School: evocation
Casting Time: 1 action
Range: Unlimited
Duration: 1 round
Verbal components: yes
Somatic components: yes
Material components: a short piece of fine copper wire
Concentration: no
Ritual: no

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.
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.
Sequester
Level: 7
School: transmutation
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
Verbal components: yes
Somatic components: yes
Material components: a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes
Concentration: no
Ritual: no

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.
Shapechange
Level: 9
School: transmutation
Casting Time: 1 action
Range: Self
Duration: up to 1 hour
Verbal components: yes
Somatic components: yes
Material components: a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell
Concentration: yes
Ritual: no

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.