snagbreac/dnd5esrd_spells huggingface dataset:
Gaseous Form
Level: 3
School: transmutation
Casting Time: 1 action
Range: Touch
Duration: up to 1 hour
Verbal components: yes
Somatic components: yes
Material components: a bit of gauze and a wisp of smoke
Concentration: yes
Ritual: no

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Gate
Level: 9
School: conjuration
Casting Time: 1 action
Range: 60 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a diamond worth at least 5,000 gp
Concentration: yes
Ritual: no

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.
Geas
Level: 5
School: enchantment
Casting Time: 1 minute
Range: 60 feet
Duration: 30 days
Verbal components: yes
Somatic components: no
Concentration: no
Ritual: no

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Gentle Repose
Level: 2
School: necromancy
Casting Time: 1 action
Range: Touch
Duration: 10 days
Verbal components: yes
Somatic components: yes
Material components: a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration
Concentration: no
Ritual: yes

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Giant Insect
Level: 4
School: transmutation
Casting Time: 1 action
Range: 30 feet
Duration: up to 10 minutes
Verbal components: yes
Somatic components: yes
Concentration: yes
Ritual: no

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
Glibness
Level: 8
School: transmutation
Casting Time: 1 action
Range: Self
Duration: 1 hour
Verbal components: yes
Somatic components: no
Concentration: no
Ritual: no

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Globe of Invulnerability
Level: 6
School: abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a glass or crystal bead that shatters when the spell ends
Concentration: yes
Ritual: no

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Goodberry
Level: 1
School: transmutation
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: a sprig of mistletoe
Concentration: no
Ritual: no

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Grease
Level: 1
School: conjuration
Casting Time: 1 action
Range: 60 feet
Duration: 1 minute
Verbal components: yes
Somatic components: yes
Material components: a bit of pork rind or butter
Concentration: no
Ritual: no

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Greater Invisibility
Level: 4
School: illusion
Casting Time: 1 action
Range: Touch
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Concentration: yes
Ritual: no

You or 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.
Greater Restoration
Level: 5
School: abjuration
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: diamond dust worth at least 100 gp, which the spell consumes
Concentration: no
Ritual: no

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
One effect that charmed or petrified the target
One curse, including the target's attunement to a cursed magic item
Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum
Guardian of Faith
Level: 4
School: conjuration
Casting Time: 1 action
Range: 30 feet
Duration: 8 hours
Verbal components: yes
Somatic components: no
Concentration: no
Ritual: no

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Guards and Wards
Level: 6
School: abjuration
Casting Time: 10 minutes
Range: Touch
Duration: 24 hours
Verbal components: yes
Somatic components: yes
Material components: burning incense, a small measure of brimstone and oil, a knotted string, a small amount of monster blood, and a small silver rod worth at least 10 gp
Concentration: no
Ritual: no

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
Guards and wards creates the following effects within the warded area. 
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Guidance
Level: 0
School: divination
Casting Time: 1 action
Range: Touch
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
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 ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Guiding Bolt
Level: 1
School: evocation
Casting Time: 1 action
Range: 120 feet
Duration: 1 round
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Gust of Wind
Level: 2
School: evocation
Casting Time: 1 action
Range: Self (60-foot line)
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a legume seed
Concentration: yes
Ritual: no

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Hallow
Level: 5
School: evocation
Casting Time: 24 hours
Range: Touch
Duration: Until dispelled
Verbal components: yes
Somatic components: yes
Material components: herbs, oils, and incense worth at least 1,000 gp, which the spell consumes
Concentration: no
Ritual: no

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Courage. Affected creatures can't be frightened while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest. Dead bodies interred in the area can't be turned into undead.
Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
Fear. Affected creatures are frightened while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Hallucinatory Terrain
Level: 4
School: illusion
Casting Time: 10 minutes
Range: 300 feet
Duration: 24 hours
Verbal components: yes
Somatic components: yes
Material components: a stone, a twig, and a bit of green plant
Concentration: no
Ritual: no

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can 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. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Harm
Level: 6
School: necromancy
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Haste
Level: 3
School: transmutation
Casting Time: 1 action
Range: 30 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a shaving of licorice root
Concentration: yes
Ritual: no

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Heal
Level: 6
School: evocation
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Healing Word
Level: 1
School: evocation
Casting Time: 1 bonus action
Range: 60 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: no
Concentration: no
Ritual: no

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. 
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Heat Metal
Level: 2
School: transmutation
Casting Time: 1 action
Range: 60 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a piece of iron and a flame
Concentration: yes
Ritual: no

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Hellish Rebuke
Level: 1
School: evocation
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. 
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Heroes' Feast
Level: 6
School: conjuration
Casting Time: 10 minutes
Range: 30 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes
Concentration: no
Ritual: no

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Heroism
Level: 1
School: enchantment
Casting Time: 1 action
Range: Touch
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Concentration: yes
Ritual: no

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.