snagbreac/dnd5esrd_spells huggingface dataset:
Shatter
Level: 2
School: evocation
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: a chip of mica
Concentration: no
Ritual: no

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

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.
Shield
Level: 1
School: abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Duration: 1 round
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Shield of Faith
Level: 1
School: abjuration
Casting Time: 1 bonus action
Range: 60 feet
Duration: up to 10 minutes
Verbal components: yes
Somatic components: yes
Material components: a small parchment with a bit of holy text written on it
Concentration: yes
Ritual: no

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Shillelagh
Level: 0
School: transmutation
Casting Time: 1 bonus action
Range: Touch
Duration: 1 minute
Verbal components: yes
Somatic components: yes
Material components: mistletoe, a shamrock leaf, and a club or quarterstaff
Concentration: no
Ritual: no

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Shocking Grasp
Level: 0
School: evocation
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Silence
Level: 2
School: illusion
Casting Time: 1 action
Range: 120 feet
Duration: up to 10 minutes
Verbal components: yes
Somatic components: yes
Concentration: yes
Ritual: yes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Silent Image
Level: 1
School: illusion
Casting Time: 1 action
Range: 60 feet
Duration: up to 10 minutes
Verbal components: yes
Somatic components: yes
Material components: a bit of fleece
Concentration: yes
Ritual: no

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
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.
Simulacrum
Level: 7
School: illusion
Casting Time: 12 hours
Range: Touch
Duration: Until dispelled
Verbal components: yes
Somatic components: yes
Material components: snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell
Concentration: no
Ritual: no

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
Sleep
Level: 1
School: enchantment
Casting Time: 1 action
Range: 90 feet
Duration: 1 minute
Verbal components: yes
Somatic components: yes
Material components: a pinch of fine sand, rose petals, or a cricket
Concentration: no
Ritual: no

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Sleet Storm
Level: 3
School: conjuration
Casting Time: 1 action
Range: 150 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a pinch of dust and a few drops of water
Concentration: yes
Ritual: no

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Slow
Level: 3
School: transmutation
Casting Time: 1 action
Range: 120 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a drop of molasses
Concentration: yes
Ritual: no

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a '2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Spare the Dying
Level: 0
School: necromancy
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Speak with Animals
Level: 1
School: divination
Casting Time: 1 action
Range: Self
Duration: 10 minutes
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: yes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Speak with Dead
Level: 3
School: necromancy
Casting Time: 1 action
Range: 10 feet
Duration: 10 minutes
Verbal components: yes
Somatic components: yes
Material components: burning incense
Concentration: no
Ritual: no

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Speak with Plants
Level: 3
School: transmutation
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 10 minutes
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Spider Climb
Level: 2
School: transmutation
Casting Time: 1 action
Range: Touch
Duration: up to 1 hour
Verbal components: yes
Somatic components: yes
Material components: a drop of bitumen and a spider
Concentration: yes
Ritual: no

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Spike Growth
Level: 2
School: transmutation
Casting Time: 1 action
Range: 150 feet
Duration: up to 10 minutes
Verbal components: yes
Somatic components: yes
Material components: seven sharp thorns or seven small twigs, each sharpened to a point
Concentration: yes
Ritual: no

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. 
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Spirit Guardians
Level: 3
School: conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: up to 10 minutes
Verbal components: yes
Somatic components: yes
Material components: a holy symbol
Concentration: yes
Ritual: no

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Spiritual Weapon
Level: 2
School: evocation
Casting Time: 1 bonus action
Range: 60 feet
Duration: 1 minute
Verbal components: yes
Somatic components: yes
Concentration: no
Ritual: no

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Stinking Cloud
Level: 3
School: conjuration
Casting Time: 1 action
Range: 90 feet
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Material components: a rotten egg or several skunk cabbage leaves
Concentration: yes
Ritual: no

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Stone Shape
Level: 4
School: transmutation
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: soft clay, which must be worked into roughly the desired shape of the stone object
Concentration: no
Ritual: no

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Stoneskin
Level: 4
School: abjuration
Casting Time: 1 action
Range: Touch
Duration: up to 1 hour
Verbal components: yes
Somatic components: yes
Material components: diamond dust worth 100 gp, which the spell consumes
Concentration: yes
Ritual: no

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Storm of Vengeance
Level: 9
School: conjuration
Casting Time: 1 action
Range: Sight
Duration: up to 1 minute
Verbal components: yes
Somatic components: yes
Concentration: yes
Ritual: no

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5'10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Suggestion
Level: 2
School: enchantment
Casting Time: 1 action
Range: 30 feet
Duration: up to 8 hours
Verbal components: yes
Somatic components: no
Material components: a snake's tongue and either a bit of honeycomb or a drop of sweet oil
Concentration: yes
Ritual: no

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.
Sunbeam
Level: 6
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 magnifying glass
Concentration: yes
Ritual: no

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Sunburst
Level: 8
School: evocation
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
Verbal components: yes
Somatic components: yes
Material components: fire and a piece of sunstone
Concentration: no
Ritual: no

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.