diff --git a/Data/Spells.json b/Data/Spells.json index e507441..7e6c99f 100644 --- a/Data/Spells.json +++ b/Data/Spells.json @@ -16586,7 +16586,7 @@ ], "concentration": true, "desc": "You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 534, "level": 2, "locations": [ @@ -16723,7 +16723,7 @@ ], "concentration": true, "desc": "Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\n\nEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\n\nUntil the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.\n\nHuge or Smaller Construct, Unaligned\n\nAC 15\n\nHP 10 (Medium or smaller), 20 (Large), 40 (Huge)\n\nSpeed 30 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 10 +0 +0\n\n Mod Save\nINT 3 \u22124 \u22124\nWIS 3 \u22124 \u22124\nCHA 1 \u22125 \u22125\n\nImmunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Blindsight 30 ft., Passive Perception 6\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.", "id": 539, "level": 5, @@ -16749,7 +16749,7 @@ ], "concentration": true, "desc": "An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\n\nIf you move so that an affected creature is forced to pass through the barrier, the spell ends.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 540, "level": 5, "locations": [ @@ -16776,7 +16776,7 @@ ], "concentration": true, "desc": "An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\n\nAreas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\n\nOngoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 541, "level": 8, "locations": [ @@ -16831,7 +16831,7 @@ ], "concentration": true, "desc": "You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\n\nAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 543, "level": 4, "locations": [ @@ -16859,7 +16859,7 @@ ], "concentration": true, "desc": "You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.\n\nThe portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.\n\nA portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 544, "level": 6, "locations": [ @@ -17044,7 +17044,7 @@ ], "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 551, "level": 4, "locations": [ @@ -17069,7 +17069,7 @@ ], "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 552, "level": 4, "locations": [ @@ -17095,7 +17095,7 @@ ], "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 553, "level": 3, "locations": [ @@ -17150,7 +17150,7 @@ ], "concentration": true, "desc": "Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", "id": 555, "level": 1, @@ -17176,7 +17176,7 @@ ], "concentration": true, "desc": "The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 556, "level": 5, "locations": [ @@ -17206,7 +17206,7 @@ ], "concentration": true, "desc": "One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\n\nIf the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 4.", "id": 557, "level": 4, @@ -17260,7 +17260,7 @@ ], "concentration": true, "desc": "Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 559, "level": 3, "locations": [ @@ -17285,7 +17285,7 @@ ], "concentration": true, "desc": "You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 560, "level": 2, "locations": [ @@ -17341,7 +17341,7 @@ ], "concentration": true, "desc": "You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\n\n\u2022Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.\n\u2022The target has Disadvantage on attack rolls against you.\n\u2022In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.\n\u2022If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5\u20136 slot) or 24 hours (level 7\u20138 slot). If you use a level 9 spell slot, the spell lasts until dispelled.", "id": 562, "level": 3, @@ -17369,7 +17369,7 @@ ], "concentration": true, "desc": "You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.\n\nThe hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.\n\nWhen you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:\n\nClenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.\n\nForceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\n\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.\n\nInterposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.", "id": 563, "level": 5, @@ -17396,7 +17396,7 @@ ], "concentration": true, "desc": "You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.\n\nAny creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 564, "level": 6, "locations": [ @@ -17424,7 +17424,7 @@ ], "concentration": true, "desc": "Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 565, "level": 0, "locations": [ @@ -17451,7 +17451,7 @@ ], "concentration": true, "desc": "You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", "id": 566, "level": 1, @@ -17582,7 +17582,7 @@ ], "concentration": true, "desc": "Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 571, "level": 2, "locations": [ @@ -17633,7 +17633,7 @@ ], "concentration": true, "desc": "A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.\n\nWhen you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.\n\nIf you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", "id": 573, "level": 3, @@ -17660,7 +17660,7 @@ ], "concentration": true, "desc": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\u2022The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\u2022The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 574, "level": 2, "locations": [ @@ -17856,7 +17856,7 @@ ], "concentration": true, "desc": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 581, "level": 5, "locations": [ @@ -17885,7 +17885,7 @@ ], "concentration": true, "desc": "You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\nWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\nA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 582, "level": 3, "locations": [ @@ -17938,7 +17938,7 @@ ], "concentration": true, "desc": "You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\nEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe Sphere moves 10 feet away from you at the start of each of your turns.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", "id": 584, "level": 5, @@ -17968,7 +17968,7 @@ ], "concentration": true, "desc": "You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.\n\nOn your later turns, you can take a Magic action to teleport the Cube up to 30 feet.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The damage increases by 2d4 for each spell slot level above 2.", "id": 585, "level": 2, @@ -18099,7 +18099,7 @@ ], "concentration": true, "desc": "You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.\n\nThe spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 590, "level": 1, "locations": [ @@ -18153,7 +18153,7 @@ ], "concentration": true, "desc": "Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.\n\nFor the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 592, "level": 4, "locations": [ @@ -18211,7 +18211,7 @@ ], "concentration": true, "desc": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\n1d10 Behavior for the Turn\n1 The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2\u20136 The target doesn't move or take actions.\n7\u20138 The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9\u201310 The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The Sphere's radius increases by 5 feet for each spell slot level above 4.", "id": 594, "level": 4, @@ -18239,7 +18239,7 @@ ], "concentration": true, "desc": "You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.\n\nYou have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.\n\nWhenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", "id": 595, "level": 3, @@ -18292,7 +18292,7 @@ ], "concentration": true, "desc": "You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:\n\nHealing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.\n\nSearing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.\n\nUntil the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.\n\nWhenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The healing and damage increase by 1d12 for each spell slot level above 7.", "id": 597, "level": 7, @@ -18319,7 +18319,7 @@ ], "concentration": true, "desc": "You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.\n\nWhenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The damage increases by 2d8 for each spell slot level above 5.", "id": 598, "level": 5, @@ -18345,7 +18345,7 @@ ], "concentration": true, "desc": "You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.\n\nAs a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The damage increases by 2d12 for each spell slot level above 6.", "id": 599, "level": 6, @@ -18372,7 +18372,7 @@ ], "concentration": true, "desc": "You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).\n\nIn addition, the ground in the Emanation is Difficult Terrain for your enemies.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The damage increases by 2d8 for each spell slot level above 4.", "id": 600, "level": 4, @@ -18425,7 +18425,7 @@ ], "concentration": true, "desc": "You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\n\nIn addition, you can take the Disengage action as a Bonus Action for the spell's duration.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", "id": 602, "level": 4, @@ -18557,7 +18557,7 @@ ], "concentration": true, "desc": "Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\n\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 607, "level": 4, "locations": [ @@ -18586,7 +18586,7 @@ ], "concentration": true, "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\nWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 \u00d7 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\nWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nStage Condition\n1 Clear\n2 Light clouds\n3 Overcast or ground fog\n4 Rain, hail, or snow\n5 Torrential rain, driving hail, or blizzard\n\nStage Condition\n1 Heat wave\n2 Hot\n3 Warm\n4 Cool\n5 Cold\n6 Freezing\n\nStage Condition\n1 Calm\n2 Moderate wind\n3 Strong wind\n4 Gale\n5 Storm", - "duration": "up to 8 hours", + "duration": "Up to 8 hours", "id": 608, "level": 8, "locations": [ @@ -18777,7 +18777,7 @@ ], "concentration": true, "desc": "One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.\n\nA spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.\n\nOn your later turns, you must take the Magic action to maintain control of the target, or the spell ends.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 615, "level": 2, "locations": [ @@ -18801,7 +18801,7 @@ ], "concentration": true, "desc": "You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 616, "level": 3, "locations": [ @@ -18858,7 +18858,7 @@ ], "concentration": true, "desc": "You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\nAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 618, "level": 0, "locations": [ @@ -18886,7 +18886,7 @@ ], "concentration": true, "desc": "For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\nAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\nIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 619, "level": 2, "locations": [ @@ -18996,7 +18996,7 @@ ], "concentration": true, "desc": "A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.\n\nThe spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.\n\nIf a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\n\nWhen the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The base damage increases by 1d6 for each spell slot level above 7.", "id": 623, "level": 7, @@ -19072,7 +19072,7 @@ ], "concentration": true, "desc": "For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 626, "level": 1, "locations": [ @@ -19104,7 +19104,7 @@ ], "concentration": true, "desc": "For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 627, "level": 1, "locations": [ @@ -19133,7 +19133,7 @@ ], "concentration": true, "desc": "For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 628, "level": 1, "locations": [ @@ -19162,7 +19162,7 @@ ], "concentration": true, "desc": "You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\nThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\nAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 629, "level": 2, "locations": [ @@ -19270,7 +19270,7 @@ ], "concentration": true, "desc": "For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 633, "level": 5, "locations": [ @@ -19453,7 +19453,7 @@ ], "concentration": true, "desc": "One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).", "id": 640, "level": 4, @@ -19482,7 +19482,7 @@ ], "concentration": true, "desc": "One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a level 9 spell slot (up to 8 hours).", "id": 641, "level": 8, @@ -19510,7 +19510,7 @@ ], "concentration": true, "desc": "One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\nYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \u201cAttack that creature,\u201d \u201cMove over there,\u201d or \u201cFetch that object.\u201d The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\nYou can command the target to take a Reaction but must take your own Reaction to do so.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).", "id": 642, "level": 5, @@ -19538,7 +19538,7 @@ ], "concentration": true, "desc": "You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", "id": 643, "level": 2, @@ -19646,7 +19646,7 @@ ], "concentration": true, "desc": "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\nYou can also cause the effects below.\n\nFissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 \u00d7 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\nStructures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 647, "level": 8, "locations": [ @@ -19725,7 +19725,7 @@ ], "concentration": true, "desc": "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "If you use a level 5\u20136 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.", "id": 650, "level": 3, @@ -19757,7 +19757,7 @@ ], "concentration": true, "desc": "You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.", "id": 651, "level": 2, @@ -19788,7 +19788,7 @@ ], "concentration": true, "desc": "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\n\nEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\nEnlarge. The target's size increases by one category\u2014from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\nReduce. The target's size decreases by one category\u2014from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 652, "level": 2, "locations": [ @@ -19813,7 +19813,7 @@ ], "concentration": true, "desc": "As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\n\nWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", "id": 653, "level": 1, @@ -19840,7 +19840,7 @@ ], "concentration": true, "desc": "Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\nEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 654, "level": 1, "locations": [ @@ -19866,7 +19866,7 @@ ], "concentration": true, "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a \u221210 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 655, "level": 2, "locations": [ @@ -19921,7 +19921,7 @@ ], "concentration": true, "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.\n\nEach creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.\n\nA Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 657, "level": 4, "locations": [ @@ -19949,7 +19949,7 @@ ], "concentration": true, "desc": "You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 658, "level": 1, "locations": [ @@ -19977,7 +19977,7 @@ ], "concentration": true, "desc": "For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.\n\nOn each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\n\nAsleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\n\nPanicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\n\nSickened. The target has the Poisoned condition.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 659, "level": 6, "locations": [ @@ -20026,7 +20026,7 @@ ], "concentration": true, "desc": "Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\nAttack rolls against an affected creature or object have Advantage if the attacker can see it.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 661, "level": 1, "locations": [ @@ -20083,7 +20083,7 @@ ], "concentration": true, "desc": "Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\nA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 663, "level": 3, "locations": [ @@ -20219,7 +20219,7 @@ ], "concentration": true, "desc": "You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \u201ca green dragon's lair\u201d).\n\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.", - "duration": "up to 1 day", + "duration": "Up to 1 day", "id": 668, "level": 6, "locations": [ @@ -20407,7 +20407,7 @@ ], "concentration": true, "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.\n\nAs a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.\n\nThe flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", "id": 675, "level": 2, @@ -20464,7 +20464,7 @@ ], "concentration": true, "desc": "You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.\n\nAs a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\n\nWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", "id": 677, "level": 2, @@ -20494,7 +20494,7 @@ ], "concentration": true, "desc": "You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.\n\nA Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n\nIf you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 678, "level": 6, "locations": [ @@ -20523,7 +20523,7 @@ ], "concentration": true, "desc": "You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "You can target one additional creature for each spell slot level above 3.", "id": 679, "level": 3, @@ -20553,7 +20553,7 @@ ], "concentration": true, "desc": "You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "The fog's radius increases by 20 feet for each spell slot level above 1.", "id": 680, "level": 1, @@ -20608,7 +20608,7 @@ ], "concentration": true, "desc": "An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\n\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.\n\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can't be dispelled by Dispel Magic.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 682, "level": 7, "locations": [ @@ -20664,7 +20664,7 @@ ], "concentration": true, "desc": "A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nUntil the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.\n\nIn addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 684, "level": 4, "locations": [ @@ -20722,7 +20722,7 @@ ], "concentration": true, "desc": "You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.\n\nThe spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 686, "level": 0, "locations": [ @@ -20751,7 +20751,7 @@ ], "concentration": true, "desc": "A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\nWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\nThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 3.", "id": 687, "level": 3, @@ -20782,7 +20782,7 @@ ], "concentration": true, "desc": "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, and the portal's destination is visible through it.\n\nThe 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.\n\nDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\n\nWhen 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 next to the named creature and transports 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 DM deems appropriate. It might leave, attack you, or help you.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 688, "level": 9, "locations": [ @@ -20864,7 +20864,7 @@ ], "concentration": true, "desc": "You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Beast, Unaligned\n\nAC 11 + the spell's level\n\nHP 30 + 10 for each spell level above 4\n\nSpeed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)\n\n Mod Save\n17 +3 +3\n13 +1 +1\n5 +2 +2\n\n Mod Save\n4 \u22123 \u22123\n14 +2 +2\n3 \u22124 \u22124\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nSpider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nActions\n\nMultiattack. The insect makes a number of attacks equal to half this spell's level (round down).\n\nPoison Jab.Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage.\n\nWeb Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell's level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn.\n\nBonus Actions\n\nVenomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 691, "level": 4, @@ -20916,7 +20916,7 @@ ], "concentration": true, "desc": "An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.\n\nAny spell of level 5 or lower cast from outside the barrier can't affect anything within it. 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 areas of effect created by such spells.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The barrier blocks spells of 1 level higher for each spell slot level above 6.", "id": 693, "level": 6, @@ -21000,7 +21000,7 @@ ], "concentration": true, "desc": "You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.\n\nMake a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).\n\nAs a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The number of creatures the vine can grapple increases by one for each spell slot level above 4.", "id": 696, "level": 4, @@ -21055,7 +21055,7 @@ ], "concentration": true, "desc": "A creature you touch has the Invisible condition until the spell ends.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 698, "level": 4, "locations": [ @@ -21161,7 +21161,7 @@ ], "concentration": true, "desc": "You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 702, "level": 0, "locations": [ @@ -21215,7 +21215,7 @@ ], "concentration": true, "desc": "A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\n\nAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n\nThe gust disperses gas or vapor, and it extinguishes candles 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.\n\nAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 704, "level": 2, "locations": [ @@ -21346,7 +21346,7 @@ ], "concentration": true, "desc": "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 Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.\n\nWhen the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 709, "level": 3, "locations": [ @@ -21426,7 +21426,7 @@ ], "concentration": true, "desc": "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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.\n\nIf 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.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", "id": 712, "level": 2, @@ -21507,7 +21507,7 @@ ], "concentration": true, "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 1.", "id": 715, "level": 1, @@ -21534,7 +21534,7 @@ ], "concentration": true, "desc": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3\u20134 (up to 8 hours), or 5+ (24 hours).", "id": 716, "level": 1, @@ -21565,7 +21565,7 @@ ], "concentration": true, "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level above 5.", "id": 717, "level": 5, @@ -21598,7 +21598,7 @@ ], "concentration": true, "desc": "Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "You can target one additional Humanoid for each spell slot level above 2.", "id": 718, "level": 2, @@ -21626,7 +21626,7 @@ ], "concentration": true, "desc": "For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 719, "level": 8, "locations": [ @@ -21653,7 +21653,7 @@ ], "concentration": true, "desc": "You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.\n\nAny creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.", "id": 720, "level": 3, @@ -21679,7 +21679,7 @@ ], "concentration": true, "desc": "You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\n\nIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Your Concentration can last longer with a spell slot of level 3\u20134 (up to 8 hours) or 5+ (up to 24 hours).", "id": 721, "level": 1, @@ -21708,7 +21708,7 @@ ], "concentration": true, "desc": "You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\nThe 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.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 722, "level": 3, "locations": [ @@ -21874,7 +21874,7 @@ ], "concentration": true, "desc": "A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.\n\nWhen the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\nThe cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 728, "level": 8, "locations": [ @@ -21927,7 +21927,7 @@ ], "concentration": true, "desc": "Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\n\nWhen the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d10 for each spell slot level above 5.", "id": 730, "level": 5, @@ -21958,7 +21958,7 @@ ], "concentration": true, "desc": "A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level above 2.", "id": 731, "level": 2, @@ -21987,7 +21987,7 @@ ], "concentration": true, "desc": "You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.\n\nWhen the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.", "id": 732, "level": 5, @@ -22180,7 +22180,7 @@ ], "concentration": true, "desc": "One creature or loose 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 an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\n\nThe 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 take a Magic action to move the target, which must remain within the spell's range.\n\nWhen the spell ends, the target floats gently to the ground if it is still aloft.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 739, "level": 2, "locations": [ @@ -22321,7 +22321,7 @@ ], "concentration": true, "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\n\nThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\n\nThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 744, "level": 4, "locations": [ @@ -22353,7 +22353,7 @@ ], "concentration": true, "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\nThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at 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.\n\nThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 745, "level": 2, "locations": [ @@ -22604,7 +22604,7 @@ ], "concentration": true, "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\nIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other 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. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\nPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.", "id": 754, "level": 3, @@ -22735,7 +22735,7 @@ ], "concentration": true, "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\n\nThe target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.\n\nWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 759, "level": 8, "locations": [ @@ -22948,7 +22948,7 @@ ], "concentration": true, "desc": "You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", "id": 767, "level": 2, @@ -23056,7 +23056,7 @@ ], "concentration": true, "desc": "You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\n\nAs a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\n\nYou can see through its eyes and hear through its ears as if you were located where it is.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 771, "level": 5, "locations": [ @@ -23107,7 +23107,7 @@ ], "concentration": true, "desc": "You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\nWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\nYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\nA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\nA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).", "id": 773, "level": 5, @@ -23134,7 +23134,7 @@ ], "concentration": true, "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\n\nWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d10 for each spell slot level above 2.", "id": 774, "level": 2, @@ -23243,7 +23243,7 @@ ], "concentration": true, "desc": "You create a spectral sword that hovers within range. It lasts for the duration.\n\nWhen the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.\n\nOn your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 778, "level": 7, "locations": [ @@ -23272,7 +23272,7 @@ ], "concentration": true, "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\n\nAt the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.\n\nThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n\nSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", - "duration": "up to 2 hours", + "duration": "Up to 2 hours", "id": 779, "level": 6, "locations": [ @@ -23381,7 +23381,7 @@ ], "concentration": true, "desc": "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\n\nNothing\u2014not physical objects, energy, or other spell effects\u2014can 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.\n\nThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an 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.\n\nA Disintegrate spell targeting the globe destroys it without harming anything inside.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 783, "level": 4, "locations": [ @@ -23407,7 +23407,7 @@ ], "concentration": true, "desc": "One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\n\nOn a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 784, "level": 6, "locations": [ @@ -23460,7 +23460,7 @@ ], "concentration": true, "desc": "You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 786, "level": 2, "locations": [ @@ -23489,7 +23489,7 @@ ], "concentration": true, "desc": "You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.\n\nThe target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n\nWhile affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.\n\nAn affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 787, "level": 2, "locations": [ @@ -23516,7 +23516,7 @@ ], "concentration": true, "desc": "You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\nFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d10 for each spell slot level above 4.", "id": 788, "level": 4, @@ -23709,7 +23709,7 @@ ], "concentration": true, "desc": "You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 795, "level": 4, "locations": [ @@ -23992,7 +23992,7 @@ ], "concentration": true, "desc": "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 it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\nYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\nPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study 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.", - "duration": "up to 1 day", + "duration": "Up to 1 day", "id": 806, "level": 7, "locations": [ @@ -24022,7 +24022,7 @@ ], "concentration": true, "desc": "For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 807, "level": 3, "locations": [ @@ -24186,7 +24186,7 @@ ], "concentration": true, "desc": "A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.\n\nOn a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 813, "level": 2, "locations": [ @@ -24345,7 +24345,7 @@ ], "concentration": true, "desc": "You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 819, "level": 0, "locations": [ @@ -24400,7 +24400,7 @@ ], "concentration": true, "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.\n\nIf a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 821, "level": 7, "locations": [ @@ -24563,7 +24563,7 @@ ], "concentration": true, "desc": "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... Save Modifier\nSecondhand (heard of the target) +5\nFirsthand (met the target) +0\nExtensive (know the target well) \u22125\n\nYou Have the Target's... Save Modifier\nPicture or other likeness \u22122\nGarment or other possession \u22124\nBody part, lock of hair, or bit of nail \u221210\n\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\n\nOn a failed save, the spell creates an Invisible, intangible 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. If something can see the sensor, it appears as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 827, "level": 5, "locations": [ @@ -24723,7 +24723,7 @@ ], "concentration": true, "desc": "You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\nWhen you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.\n\nYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\nUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 833, "level": 9, "locations": [ @@ -24805,7 +24805,7 @@ ], "concentration": true, "desc": "A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 836, "level": 1, "locations": [ @@ -24857,7 +24857,7 @@ ], "concentration": true, "desc": "The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.", - "duration": "up to1 minute", + "duration": "Up to1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", "id": 838, "level": 2, @@ -24911,7 +24911,7 @@ ], "concentration": true, "desc": "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 has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 840, "level": 2, "locations": [ @@ -24939,7 +24939,7 @@ ], "concentration": true, "desc": "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.\n\nAs a Magic action, you can 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.\n\nPhysical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study 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.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 841, "level": 1, "locations": [ @@ -24994,7 +24994,7 @@ ], "concentration": true, "desc": "Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\nCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 843, "level": 1, "locations": [ @@ -25023,7 +25023,7 @@ ], "concentration": true, "desc": "Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.\n\nGround in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 844, "level": 3, "locations": [ @@ -25052,7 +25052,7 @@ ], "concentration": true, "desc": "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.\n\nAn affected target's Speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.\n\nAn affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 845, "level": 3, "locations": [ @@ -25213,7 +25213,7 @@ ], "concentration": true, "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "You can target one additional creature for each spell slot level about 2.", "id": 851, "level": 2, @@ -25242,7 +25242,7 @@ ], "concentration": true, "desc": "The ground in a 20-foot-radius Sphere centered on a point within range 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.\n\nThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 852, "level": 2, "locations": [ @@ -25269,7 +25269,7 @@ ], "concentration": true, "desc": "Protective spirits flit around you in a 15-foot Emanation 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.\n\nWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature 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. A creature makes this save only once per turn.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", "id": 853, "level": 3, @@ -25296,7 +25296,7 @@ ], "concentration": true, "desc": "You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\n\nAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for every slot level above 2.", "id": 854, "level": 2, @@ -25401,7 +25401,7 @@ ], "concentration": true, "desc": "You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.\n\nEach creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 858, "level": 3, "locations": [ @@ -25459,7 +25459,7 @@ ], "concentration": true, "desc": "Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 860, "level": 4, "locations": [ @@ -25485,7 +25485,7 @@ ], "concentration": true, "desc": "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\nTurn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\nTurn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\nTurn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\nTurns 5\u201310. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 861, "level": 9, "locations": [ @@ -25513,7 +25513,7 @@ ], "concentration": true, "desc": "You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, \u201cFetch the key to the cult's treasure vault, and give the key to me.\u201d Or you could say, \u201cStop fighting, leave this library peacefully, and don't return.\u201d\n\nThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.", - "duration": "up to 8 hours", + "duration": "Up to 8 hours", "id": 862, "level": 2, "locations": [ @@ -25541,7 +25541,7 @@ ], "concentration": true, "desc": "You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Aberration, Neutral\n\nAC 11 + the spell's level\n\nHP 40 + 10 for each spell level above 4\n\nSpeed 30 ft.; Fly 30 ft. (hover; Beholderkin only)\n\n Mod Save\nSTR 16 +3 +3\nDEX 10 +0 +0\nCON 15 +2 +2\n\n Mod Save\nINT 16 +3 +3\nWIS 10 +0 +0\nCHA 6 \u22122 \u22122\n\nImmunities Psychic\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Deep Speech, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nRegeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.\n\nWhispering Aura (Mind Flayer Only). At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nClaw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.\n\nEye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell's level Psychic damage.\n\nPsychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit:1d8 + 3 + the spell's level Psychic damage.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 863, "level": 4, @@ -25570,7 +25570,7 @@ ], "concentration": true, "desc": "You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Beast, Neutral\n\nAC 11 + the spell's level\n\nHP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2\n\nSpeed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 11 +0 +0\nCON 16 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 14 +2 +2\nCHA 5 \u22123 \u22123\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFlyby (Air Only). The spirit doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\n\nPack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\nWater Breathing (Water Only). The spirit can breathe only underwater.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half this spell's level (round down).\n\nRend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Piercing damage.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 864, "level": 2, @@ -25599,7 +25599,7 @@ ], "concentration": true, "desc": "You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Celestial, Neutral\n\nAC 11 + the spell's level + 2 (Defender only)\n\nHP 40 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 40 ft.\n\n Mod Save\nSTR 16 +3 +3\nDEX 14 +2 +2\nCON 16 +3 +3\n\n Mod Save\nINT 10 +0 +0\nWIS 14 +2 +2\nCHA 16 +3 +3\n\nResistances Radiant\n\nImmunities Charmed, Frightened\n\nSenses Darkvision 60 ft., Passive Perception 12\n\nLanguages Celestial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nRadiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell's level Radiant damage.\n\nRadiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell's level Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.\n\nHealing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell's level.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 865, "level": 5, @@ -25627,7 +25627,7 @@ ], "concentration": true, "desc": "You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Construct, Neutral\n\nAC 13 + the spell's level\n\nHP 40 + 15 for each spell level above 4\n\nSpeed 30 ft.\n\n Mod Save\nSTR 18 +4 +4\nDEX 10 +0 +0\nCON 18 +4 +4\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 5 \u22123 \u22123\n\nResistances Poison\n\nImmunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nHeated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage.\n\nStony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can't make Opportunity Attacks, and its Speed is halved.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Bludgeoning damage.\n\nReactions\n\nBerserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 866, "level": 4, @@ -25655,7 +25655,7 @@ ], "concentration": true, "desc": "You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Dragon, Neutral\n\nAC 14 + the spell's level\n\nHP 50 + 10 for each spell level above 5\n\nSpeed 30 ft., Fly 60 ft., Swim 30 ft.\n\n Mod Save\nSTR 19 +4 +4\nDEX 14 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 10 +0 +0\nWIS 14 +2 +2\nCHA 14 +2 +2\n\nResistances Acid, Cold, Fire, Lightning, Poison\n\nImmunities Charmed, Frightened, Poisoned\n\nSenses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12\n\nLanguages Draconic, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nShared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.\n\nActions\n\nMultiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon.\n\nRend. Melee Attack: Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell's level Piercing damage.\n\nBreath Weapon.Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 867, "level": 5, @@ -25685,7 +25685,7 @@ ], "concentration": true, "desc": "You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Elemental, Neutral\n\nAC 11 + the spell's level\n\nHP 50 + 10 for each spell level above 4\n\nSpeed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)\n\n Mod Save\nSTR 18 +4 +4\nDEX 15 +2 +2\nCON 17 +3 +3\n\n Mod Save\nINT 4 \u20133 \u20133\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)\n\nImmunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Primordial, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nAmorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.\n\nActions\n\nMultiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).\n\nSlam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell's level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 868, "level": 4, @@ -25716,7 +25716,7 @@ ], "concentration": true, "desc": "You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nSmall Fey, Neutral\n\nAC 12 + the spell's level\n\nHP 30 + 10 for each spell level above 3\n\nSpeed 30 ft., Fly 30 ft.\n\n Mod Save\nSTR 13 +1 +1\nDEX 16 +3 +3\nCON 14 +2 +2\n\n Mod Save\nINT 14 +2 +2\nWIS 11 +0 +0\nCHA 16 +3 +3\n\nImmunities Charmed\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Sylvan, understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nActions\n\nMultiattack. The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down).\n\nFey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell's level Force damage.\n\nBonus Actions\n\nFey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:\n\nFuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.\n\nMirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.\n\nTricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 869, "level": 3, @@ -25745,7 +25745,7 @@ ], "concentration": true, "desc": "You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nLarge Fiend, Neutral\n\nAC 12 + the spell's level\n\nHP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6\n\nSpeed 40 ft.; Climb 40 ft. (Demon only); Fly 60 ft. (Devil only)\n\n Mod Save\nSTR 13 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 10 +0 +0\nWIS 10 +0 +0\nCHA 16 +3 +3\n\nResistances Fire\n\nImmunities Poison; Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Abyssal, Infernal, Telepathy 60 ft.\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nDeath Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell's level Fire damage. Success: Half damage.\n\nDevil's Sight (Devil Only). Magical Darkness doesn't impede the spirit's Darkvision.\n\nMagic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nBite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell's level Necrotic damage.\n\nClaws (Yugoloth Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.\n\nFiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell's level Fire damage.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 870, "level": 6, @@ -25774,7 +25774,7 @@ ], "concentration": true, "desc": "You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\nThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.\n\nMedium Undead, Neutral\n\nAC 11 + the spell's level\n\nHP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3\n\nSpeed 30 ft.; Fly 40 ft. (hover; Ghostly only)\n\n Mod Save\nSTR 12 +1 +1\nDEX 16 +3 +3\nCON 15 +2 +2\n\n Mod Save\nINT 4 \u22123 \u22123\nWIS 10 +0 +0\nCHA 9 \u22121 \u22121\n\nImmunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned\n\nSenses Darkvision 60 ft., Passive Perception 10\n\nLanguages Understands the languages you know\n\nCR None (XP 0; PB equals your Proficiency Bonus)\n\nTraits\n\nFestering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.\n\nIncorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.\n\nActions\n\nMultiattack. The spirit makes a number of attacks equal to half this spell's level (round down).\n\nDeathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.\n\nGrave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell's level Necrotic damage.\n\nRotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "higher_level": "Use the spell slot's level for the spell's level in the stat block.", "id": 871, "level": 3, @@ -25805,7 +25805,7 @@ ], "concentration": true, "desc": "You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.\n\nUntil the spell ends, you can take a Magic action to create a new Line of radiance.\n\nFor the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 872, "level": 6, "locations": [ @@ -25861,7 +25861,7 @@ ], "concentration": true, "desc": "When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 874, "level": 5, "locations": [ @@ -25973,7 +25973,7 @@ ], "concentration": true, "desc": "One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\nAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "You can target one additional creature for each spell slot level about 1.", "id": 878, "level": 1, @@ -26001,7 +26001,7 @@ ], "concentration": true, "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\nIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 879, "level": 5, "locations": [ @@ -26366,7 +26366,7 @@ ], "concentration": true, "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\n\nYou can use this transportation ability only once on each of your turns. You must end each turn outside a tree.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 893, "level": 5, "locations": [ @@ -26394,7 +26394,7 @@ ], "concentration": true, "desc": "Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.\n\nAn unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\nCreature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the new form.\n\nThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\n\nObject into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\n\nIf the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\n\nCreature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 894, "level": 9, "locations": [ @@ -26506,7 +26506,7 @@ ], "concentration": true, "desc": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\n\nA creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.", - "duration": "up to 6 rounds", + "duration": "Up to 6 rounds", "id": 898, "level": 8, "locations": [ @@ -26561,7 +26561,7 @@ ], "concentration": true, "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.\n\nUntil the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", "id": 900, "level": 3, @@ -26642,7 +26642,7 @@ ], "concentration": true, "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\nOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", "id": 903, "level": 4, @@ -26670,7 +26670,7 @@ ], "concentration": true, "desc": "An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).\n\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 904, "level": 5, "locations": [ @@ -26697,7 +26697,7 @@ ], "concentration": true, "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.\n\nThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\n\nA creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.", "id": 905, "level": 6, @@ -26727,7 +26727,7 @@ ], "concentration": true, "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n\nIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\n\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\n\nThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\n\nIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "id": 906, "level": 5, "locations": [ @@ -26754,7 +26754,7 @@ ], "concentration": true, "desc": "You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\nWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.\n\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.", - "duration": "up to 10 minutes", + "duration": "Up to 10 minutes", "higher_level": "Both types of damage increase by 1d8 for each spell slot level above 6.", "id": 907, "level": 6, @@ -26839,7 +26839,7 @@ ], "concentration": true, "desc": "You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\nThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\nA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\nThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.", - "duration": "up to 1 hour", + "duration": "Up to 1 hour", "id": 910, "level": 2, "locations": [ @@ -26866,7 +26866,7 @@ ], "concentration": true, "desc": "You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.\n\nA Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 911, "level": 9, "locations": [ @@ -26919,7 +26919,7 @@ ], "concentration": true, "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\n\nWhen the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 913, "level": 3, "locations": [ @@ -26972,7 +26972,7 @@ ], "concentration": true, "desc": "A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.\n\nOn each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.\n\nThe spell ends if the target is ever outside the spell's range or if it has Total Cover from you.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "higher_level": "The initial damage increases by 1d12 for each spell slot level above 1.", "id": 915, "level": 1, @@ -27074,7 +27074,7 @@ ], "concentration": true, "desc": "You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed\nsave, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target\ntakes half as much damage only. A creature makes this save only once per turn.", - "duration": "up to 1 minute", + "duration": "Up to 1 minute", "id": 919, "level": 5, "locations": [ diff --git a/Spellbook/CastingTime.swift b/Spellbook/CastingTime.swift index 98eed1d..5db2a2c 100644 --- a/Spellbook/CastingTime.swift +++ b/Spellbook/CastingTime.swift @@ -77,13 +77,15 @@ class CastingTime : Quantity { do { let sSplit = s.split(separator: " ", maxSplits: 1) - let value = Int(sSplit[0])! - let typeStr = String(sSplit[1]) + var value = Int(sSplit[0]) ?? 1 + var typeStr = sSplit.count > 1 ? String(sSplit[1]) : "" // If the type is one of the action types var type: CastingTimeType? = nil + let sLower = s.lowercased() for ctt in CastingTimeType.actionTypes { - if typeStr.starts(with: ctt.parseName) { + let typeName = ctt.parseName + if sLower.starts(with: typeName) || typeStr.starts(with: typeName) { type = ctt break } diff --git a/Spellbook/Duration.swift b/Spellbook/Duration.swift index 61c3bc8..7fca349 100644 --- a/Spellbook/Duration.swift +++ b/Spellbook/Duration.swift @@ -50,8 +50,7 @@ class Duration : Quantity { case DurationType.UntilDispelled: return "Until dispelled" case DurationType.Spanning: - let secs: String = (value == 1) ? unit.singularName : unit.pluralName - return secs + " s" + return (value == 1) ? unit.singularName : "\(value) \(unit.pluralName)" } return "" // We'll never get here, as the above cases exhaust the enum } diff --git a/Spellbook/SpellParse.swift b/Spellbook/SpellParse.swift index 075fffa..9b72d17 100644 --- a/Spellbook/SpellParse.swift +++ b/Spellbook/SpellParse.swift @@ -24,6 +24,9 @@ func load_file(filepath: String) -> String { return text } +fileprivate let CONCENTRATION_PREFIX = "Up to " +fileprivate let RITUAL_SUFFIX = " or Ritual" + func parseSpell(obj: SION, b: SpellBuilder) -> Spell { // Objects to reuse @@ -58,12 +61,7 @@ func parseSpell(obj: SION, b: SpellBuilder) -> Spell { b.setRange(Range()) } - if has_key(obj: obj, key: "ritual") { - b.setRitual(obj["ritual"].bool!) - } else { - b.setRitual(false) - } - if (durationString.starts(with: "Up to")) { + if (durationString.starts(with: CONCENTRATION_PREFIX)) { b.setConcentration(true) } else if has_key(obj: obj, key: "concentration") { b.setConcentration(obj["concentration"].bool!) @@ -71,12 +69,23 @@ func parseSpell(obj: SION, b: SpellBuilder) -> Spell { b.setConcentration(false) } - let castingTimeString = obj["casting_time"].string! + var castingTimeString = obj["casting_time"].string! + let endsWithRitual = castingTimeString.hasSuffix(RITUAL_SUFFIX) + if (endsWithRitual) { + let finalIndex = castingTimeString.count - RITUAL_SUFFIX.count + castingTimeString = castingTimeString[...finalIndex] + } do { try b.setCastingTime(CastingTime.fromString(castingTimeString)) } catch { b.setCastingTime(CastingTime()) } + + if has_key(obj: obj, key: "ritual") { + b.setRitual(obj["ritual"].bool!) + } else { + b.setRitual(endsWithRitual) + } // Material, if necessary if has_key(obj: obj, key: "material") { @@ -128,8 +137,11 @@ func parseSpell(obj: SION, b: SpellBuilder) -> Spell { b.addTashasExpandedClass(CasterClass.fromName(name.string!)) } } - - // Return + + let rulesetName = obj["ruleset"].string + let ruleset = Ruleset.fromName(rulesetName) ?? Ruleset.Rules2014 + b.setRuleset(ruleset) + return b.buildAndReset() } @@ -141,10 +153,8 @@ func parseSpellList(jsonStr: String) -> Array { var i = 0 var spells: Array = [] var jarr = SION(json: jsonStr) - for (_, v) in jarr { - //print("\(v)") - //print("=====") - let nextSpell = parseSpell(obj: v, b: builder) + for (_, obj) in jarr { + let nextSpell = parseSpell(obj: obj, b: builder) spells.append(nextSpell) i += 1 }