snagbreac/dnd5esrd_spells huggingface dataset:
Hideous Laughter
Level: 1
School: enchantment
Casting Time: 1 action
Range: 30 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: tiny tarts and a feather that is waved in the air
Concentration: yes
Ritual: no

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 has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Hold Monster
Level: 5
School: enchantment
Casting Time: 1 action
Range: 90 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a small, straight piece of iron
Concentration: yes
Ritual: no

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. 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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Hold Person
Level: 2
School: enchantment
Casting Time: 1 action
Range: 60 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a small, straight piece of iron
Concentration: yes
Ritual: no

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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Holy Aura
Level: 8
School: abjuration
Casting Time: 1 action
Range: Self
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text
Concentration: yes
Ritual: no

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.
Hunter's Mark
Level: 1
School: divination
Casting Time: 1 bonus action
Range: 90 feet
Duration: up to 1 hour
Verbal components: yes
Somatic components: no
Concentration: yes
Ritual: no

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. 
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Hypnotic Pattern
Level: 3
School: illusion
Casting Time: 1 action
Range: 120 feet
Duration: up to 1 minute
Verbal components: no
Somatic components: yes
Material components: a glowing stick of incense or a crystal vial filled with phosphorescent material
Concentration: yes
Ritual: no

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.
Ice Storm
Level: 4
School: evocation
Casting Time: 1 action
Range: 300 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: a pinch of dust and a few drops of water
Concentration: no
Ritual: no

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.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Identify
Level: 1
School: divination
Casting Time: 1 minute
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: a pearl worth at least 100 gp and an owl feather
Concentration: no
Ritual: yes

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.
Illusory Script
Level: 1
School: illusion
Casting Time: 1 minute
Range: Touch
Duration: 10 days
Verbal components: no
Somatic components: yes
Material components: a lead-based ink worth at least 10 gp, which the spell consumes
Concentration: no
Ritual: yes

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.
Incendiary Cloud
Level: 8
School: conjuration
Casting Time: 1 action
Range: 150 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Concentration: yes
Ritual: no

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.
Inflict Wounds
Level: 1
School: necromancy
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

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.
Insect Plague
Level: 5
School: conjuration
Casting Time: 1 action
Range: 300 feet
Duration: up to 10 minutes
Verbal components: yes
Somatic components: yes
Material components: a few grains of sugar, some kernels of grain, and a smear of fat
Concentration: yes
Ritual: no

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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Instant Summons
Level: 6
School: conjuration
Casting Time: 1 minute
Range: Touch
Duration: Until dispelled
Verbal components: yes
Somatic components: yes
Material components: a sapphire worth 1,000 gp
Concentration: no
Ritual: yes

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.
Invisibility
Level: 2
School: illusion
Casting Time: 1 action
Range: Touch
Duration: up to 1 hour
Verbal components: yes
Somatic components: yes
Material components: an eyelash encased in gum arabic
Concentration: yes
Ritual: no

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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Irresistible Dance
Level: 6
School: enchantment
Casting Time: 1 action
Range: 30 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: no
Concentration: yes
Ritual: no

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.
Jump
Level: 1
School: transmutation
Casting Time: 1 action
Range: Touch
Duration: 1 minute
Verbal components: yes
Somatic components: yes
Material components: a grasshopper's hind leg
Concentration: no
Ritual: no

You touch a creature. The creature's jump distance is tripled until the spell ends.
Knock
Level: 2
School: transmutation
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: no
Concentration: no
Ritual: no

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.
Legend Lore
Level: 5
School: divination
Casting Time: 10 minutes
Range: Self
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each
Concentration: no
Ritual: no

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."
Lesser Restoration
Level: 2
School: abjuration
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Levitate
Level: 2
School: transmutation
Casting Time: 1 action
Range: 60 feet
Duration: up to 10 minutes
Verbal components: yes
Somatic components: yes
Material components: either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Concentration: yes
Ritual: no

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.
Light
Level: 0
School: evocation
Casting Time: 1 action
Range: Touch
Duration: 1 hour
Verbal components: yes
Somatic components: no
Material components: a firefly or phosphorescent moss
Concentration: no
Ritual: no

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.
Lightning Bolt
Level: 3
School: evocation
Casting Time: 1 action
Range: Self (100-foot line)
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: a bit of fur and a rod of amber, crystal, or glass
Concentration: no
Ritual: no

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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Locate Animals or Plants
Level: 2
School: divination
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: a bit of fur from a bloodhound
Concentration: no
Ritual: yes

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.
Locate Creature
Level: 4
School: divination
Casting Time: 1 action
Range: Self
Duration: up to 1 hour
Verbal components: yes
Somatic components: yes
Material components: a bit of fur from a bloodhound
Concentration: yes
Ritual: no

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.
Locate Object
Level: 2
School: divination
Casting Time: 1 action
Range: Self
Duration: up to 10 minutes
Verbal components: yes
Somatic components: yes
Material components: a forked twig
Concentration: yes
Ritual: no

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.
Longstrider
Level: 1
School: transmutation
Casting Time: 1 action
Range: Touch
Duration: 1 hour
Verbal components: yes
Somatic components: yes
Material components: a pinch of dirt
Concentration: no
Ritual: no

You touch a creature. The target's speed increases by 10 feet until the spell ends.

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.
Mage Armor
Level: 1
School: abjuration
Casting Time: 1 action
Range: Touch
Duration: 8 hours
Verbal components: yes
Somatic components: yes
Material components: a piece of cured leather
Concentration: no
Ritual: no

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.
Mage Hand
Level: 0
School: conjuration
Casting Time: 1 action
Range: 30 feet
Duration: 1 minute
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

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.
Magic Circle
Level: 3
School: abjuration
Casting Time: 1 minute
Range: 10 feet
Duration: 1 hour
Verbal components: yes
Somatic components: yes
Material components: holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Concentration: no
Ritual: no

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 wherever 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.